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Foreword
Hello!
Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish after completing our Lancer
kickstarter content. My ethos is to give people content, then ask them to pay for it later if they like it, so
this test is entirely free to play and distribute. Much like Lancer, the final product will have a free version
with all player facing content.
This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.
I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.
Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
[email protected]
Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a little while so there is plenty of time to test it. There’ll be regular but slow content for it.
Character sheets
Character sheets are a work in progress. There is a solid, community maintained google sheet that you can
probably find linked wherever you picked this game up.
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This game is essentially, barring small additions (and filling out the trophies list) content complete. The
next step will be testing, balancing, and adding a ton of art and layout.
Nearly everything has been changed. There’s 100+ extra pages of content compared to the last release,
most of which was the enemy rework.
Major updates:
The biggest change this edition is the enemy rework, which has totally reorganized how foes work -
intending to make them usable ‘off the page’ rather than having to assemble them in ms paint first. Now
foes are organized into factions that are self containing blocks of rules, rather than using a mix and match
of templates. It makes them easier to balance and allows fights with more flavorful mechanics. There are
still generic foes for plugging into your fights as needed.
Aside from that, there were some fairly major changes to narrative play for usability, with more emphasis
on the chapter system, and a pass over combat to balance and even out abilities and jobs.
All
• Added a ton more art! My intent is to have a ton of ‘alternate’ art for all jobs. To give you an idea of how
much art I want to stuff into this thing, for the full release, for each job I intend to have two pages of
unique character art, a page or two of gear, vignette illustrations, and little chibi ability illustrations for
some abilities. Each content chunk of this book (like the jobs or factions) I intend to be like a little mini-
zine almost.
Narrative Play
• Three new bonds, rounding us out to 12: The Elder, the Outsider, and the Dreamer.
• More explicit limits and examples for narrative actions and chapter, to flesh out the chapter system
more. In general this is supposed to give players and GMs a feel for characters’ limits and abilities based
on where they are in their adventuring careers.
• Specific examples for all actions
• Rework of some basic bond concepts
• Harm renamed to Strain, Stress to Effort, Stressed out to Exhausted, Stress Relief to Second Wind
• Standardized all effort and strain to reduce overhead and improve balance.
• You can now take strain instead of consequences (but no longer spend effort to lower strain taken)
• Slight rework to xp questions to not require tactical combat for max xp
• Cultures no longer give action bonuses, choosing actions now has explicit steps but is more freeform. I
wanted to move a little further away from essentialism
• Rework of Burdens to be a little more punitive
• Effect can now only be increased to powerful normally and must start at least at weak to qualify for
effect increases.
• Removed narrative combat ratings and gave their old functions to Smash and Excel. I think these were
muddying things too much.
• Bonds now get a superpower ability for only one action.
• Some abilities now have explicit chapter scaling
Camps
• New Liftstone camp fixture to allow you to travel quickly, but only to places you have visited.
• Slight rework to fixtures that gave you stats - I want to avoid fixtures feeling like ‘must haves’ for combat
and messing with the balance.
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Tactical Combat
• ‘Terrain piece” concept removed, now is ‘objects’. This is to separate it from the actual map.
• Changes to a lot of statuses + tags
• New, more codified ‘remove/place’ from battlefield concept
• New immobilized state
• Rework to Vigilance. Now allows you to yank allies closer to you to soak damage better, and can
immobilize foes.
• Amor is now a red class (Heavy/Stalwart) only trait
• Stealth is stronger. No longer breaks on taking damage, but breaks on using most abilities
• Sturdy no longer prevents you from being shoved completely, but reduces shoves by 1 space
• Blinded made slightly weaker so its not so binary
• Shattered is now an anti-vigor tool.
• Pacified now causes half damage instead of ‘1’ damage but is easier to access.
• True strike no longer ignores vigilance but now ignores blinded
• Dangerous terrain can no longer be used to cheese grate people
• Basic actions are now codified as abilities
• New ‘Delay’ concept for very slow abilities (codifying the ‘end your turn, you must take a slow turn next
round, at the start of your next turn’ concept that was already in the game)
Jobs
• Big pass over all jobs - Bastion, Sealer, Seer, and Stormbender got a look at some basic concepts. All jobs
have received changes.
• Slight stat adjustments to classes. Big HP reduction for Vagabonds.
• Adjustments to some limit breaks for cost
• Damage brought more in line with new paradigms
• You get an extra mastery point earlier now to avoid feeling like you’re missing out by not mono-jobbing
• Wrights can now all scoot around the battlefield like jerks with the Slip action
• Finishing blow now has a universal concept and has been reworded for clarity
• Formatting rework for summons for clarity
• Bastion: Rework to core traits, adjustments to many abilities. Buff to shield slam. Helion now costs 1
(1!) resolve.
• Demon Slayer: Slight adjustments to many abilities. Brand new limit break. Your life ends 30 minutes
from now. A bunch of new ‘alternate’ demon slayers to check out.
• Colossus: Slight adjustments to all abilities. New alternate colossi art to hang out with!
• Knave: Slight adjustments to all abilities, mostly for clarity.
• Fool: Slight adjustments to all abilities. Death finishing blow adjusted down. Chronotemper is now 1
action.
• Freelancer: Slight adjustments to many abilities. Divine binding is now a mark. Cerberus damage
brought down, Soul Shot improved. Aether Overdrive damage increased.
• Shade: Slight adjustments to many abilities. Shadow walk and Weeping veil now allow you to ignore
engagement.
• Warden: Slight adjustments to many abilities. Damage of summons brought down. Underway
reworked into an object instead of a summon.
• Chanter: Slight adjustments to all abilities for clarity. Winged Pacifism made more usable. Hades
mastery talent made less ridiculous. Chaos now grants true strike. Rework to slumber. Monogatari is
now a free action. Alternate chanter art!
• Harvester: Slight adjustments to many abilities. Death Sentence improved.
• Sealer: Big adjustments to many abilities. Break Meridians and Mantra reworked. Burning seal
reworked into Grand Seal. Judgement/Justice, and Open the Gates improved. Alternate sealer art!
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• Seer: Big adjustments to nearly all abilities and rework for usability. Card deck improved so most
effects are now positive. Skein allows you to passively draw cards. Karma is better. Masteries all have
cooler names. High Prophecy and Thoth cost reduced.
• Enochian: Slight adjustments to many abilities. Inner Furnace can now be used with 50% max hp.
Implode now a free action. Phoenix rage grants defiance again. Pyre and Lance improved. Alternate
enochian art!
• Geomancer: Slight adjustments to all abilities for usability.
• Spellblade: Slight adjustments to all abilities. Aether Deflection now grants resistance. Odinforce
reworked.
• Stormbender: Slight adjustments to all abilities for usability. Dagon changed to be more usable.
Foes
• Massive enemy rework - All foes totally overhauled.
• There are around 80+ pages of new foes.
• Basic foe legend fights have been reworked to be more flexible in flavor
• New legend fights including Fetid Idol, Head Lopper, Crimson Weapon, Azurian Weapon, Majesty
Demon, Deep Snow Aesi, Rider of the Primal Storm, and Relict Prelictor
• Foes can no longer randomly critical hit and their damage has been brought more in line with current
paradigms
• New legend rules + unique traits
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Foreword 2
ICON 10
Legacy of The Arkenlords 10
Rolling Dice 12
GETTING STARTED 14
Action Ratings 18
Chapter 22
Clocks 27
GM Principles 29
Combat In ICON 32
Play Example 36
INTERLUDES 42
Session End 44
BONDS 55
I. The Path nder 56
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fi
fi
II. The Seeker 57
V. The Harlequin 60
X. The Elder 65
Attacks 72
Combat Glossary 83
Advanced Combat 86
JOBS 89
Choosing your job 91
Relics 92
STALWART 95
Bastion 97
Colossus 109
Knave 116
VAGABOND 121
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fi
Fool 124
Freelancer 129
Shade 134
Warden 140
MENDICANT 146
Chanter 148
Harvester 155
Sealer 161
Seer 168
WRIGHT 173
Enochian 175
Geomancer 184
Spellblade 190
Stormbender 196
Advancement 205
Rewards 207
RELICS 209
THE CAMP 217
Camp Fixtures 218
BATTLE 234
INTRIGUE 240
TREK 245
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CREATING INTERESTING FIGHTS 258
Elite 272
FACTIONS 278
I. FOLK 279
V. IMPERIAL 328
DEEPTOWER 407
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ICON
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underground caverns or passages mostly intact. Many in your position use it to plumb the depths
Within these preserved ruins is also buried the of the old world in search of treasure and fame.
Arkentech of the old empire - magical and Others use it to drive back the Blights and protect
technological creations and devices of terrifying the villages of the Green from the specters of the
import. The ruins themselves are so seeped in the past, or keep the roads and ways safe for the
powerful sorcery of the old lords that they exude young and old alike. Some work as mercenaries
Dust - the essence of condensed raw magic highly for the city guilds and take to the sky in great
sought after by the wrights and technological airships, while others wander the land helping the
artisans of the world above. lost or forgotten. Some use their power to kill to
cut away threats to the world, others to defend
Brave or daring adventure seekers or treasure those they hold dear.
hunters often venture into these ruins in search of
wealth or power, and are frequently rewarded, Will you defend the Green Age? Will you help
despite the terrible danger that these expeditions usher in the Churning Age? Or will you cast all
pose. aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
it is your decisions that make you who you are,
The Churning Age and cement your place in the Tale of Ages.
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For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.
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If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.
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Moving forward
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Character Advancement
11 3 Improve an action
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Narrative Play
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• Tinker - Interact with, understand, or use approach and the action they want to use. The
alchemy, etheric constructs, or technology. Fix, GM is free to suggest actions, and also to decide
pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Fire a ranged weapon. Hit a tiny target at range. to form approaches to problems, and the GM acts
Catch a falling coin. Balance on a narrow wire. as the judge to set the stakes.
Squeeze through a tight space.
• Smash - Overwhelm with physical or magical
force. Swing a melee weapon. Throw a punch or
Risk and Effect
blast down a door with a magic spell. Wreck an
When a player suggests a course of action and
object or obstacle.
names their goal, the GM decides how risky the
• Endure - Push yourself to your limits. Power
action is and how effective it’s going to be, based
through pain, cold, heat, or harsh environments.
on the narrative.
Lift or drag something enormously heavy.
Risk can be controlled, risky, or desperate.
Examples:
Effect is usually weak, normal, or powerful.
• Sneak past the sleeping Wyrm without it
waking
By default, all actions are risky and have normal
• Traverse down a corridor and outrun a wall of
effect.
flame
• Sense the tracks of a beast in the snow
• Study a goblet of wine very carefully to see if Risk
it’s poisoned
• Charm the bandits into untying you Risk is how dangerous an action is, and what
• Command a caravan of scared people to stay the consequences could be for failure or partial
together while under attack success. If an action is risky, it means there is
• Tinker with an ancient magic rune circle to some degree of harmful or unwanted
prevent it from summoning a demon consequences to the action, usually what we’d
• Excel and cut the drawstrings of the guard’s expect.
trousers with a swipe of a dagger.
• Smash the lock on the ancient chest with a Controlled risk means there are few or weaker
single blow consequences for failure. When a situation or
• Endure the pain from holding back a heavy action is controlled, the character usually has a
boulder from squashing your friends good position, plenty of time, or relative safety.
Desperate risk means great or dire
You’ll notice that some of these actions have a consequences for failure. When a character finds
little overlap, but are flavored differently. For themselves in a bad situation or throws
example, taking someone’s purse from them could themselves into one for a faint hope, that’s
be cutting it from their belt (with Excel) - quick desperate.
but not necessarily quietly. Alternately, it could be
taking it quietly with Sneak. You could even Effect
perhaps Charm them to divert their attention
while you take it off them. A heavy dungeon door Effect is what we expect to happen when the
could be tinkered (if it has a lock). Alternately, it character is successful. Normal effect is just this -
could be smashed with a fireball, or perhaps what a character expects to happen.
someone could endure lifting and holding it
open for the group to pass through. When effect is weak, it’s less effective than the
player expects. For example, a character tries to
All of these different situations have different tinker a gemstone loose that’s powering a
narrative outcomes and might be more risky or magical trap, but only succeeds in prying it out
more or less effective depending on the situation. half way, making them have to take additional
The key thing is that players always choose the action. When an effect is powerful, it’s more
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effective than expected. For example, a character The power of all actions generally is guided by
trying to study or sense a way out of a maze with Chapter (pg XX), but you can change this
powerful effect may figure the whole thing out depending on the tone of your game.
and gets the party out in one roll.
How much can a powerful or super powered
No effect and Superpowered action do in your game? Can a superpowered
smash destroy a boulder or a whole tower? Does
Sometimes the GM can judge an action can have changing the mind of the enchantress take a
no effect at all. For example, the GM might decide powerful charm or a normal charm? Can a
trying to charm monsters to persuade them that character command a whole army by themselves
your actions are just may not have any effect. with normal effect or is that effect weak without
Trying to traverse by leaping up a 50 foot wall aid?
probably doesn’t have any effect unless it’s already
been established your character can jump that Which actions end up being more or less risky and
high (see the section on chapter shortly). the consequences of character action also sets the
tone. If a character attempts to leap across a wide
Sometimes an action has extraordinary effect, is chasm, is that a desperate action, or merely
heroic or outsized in scale, or pushes beyond risky? Can a character even jump across a chasm
mortal limits. This level of effect is called that wide unaided, or will they have no effect
superpowered. Characters can get a without a superpowered action?
superpowered effect by pushing their effect
beyond powerful through their abilities or getting Changing Dice Pools
a critical hit on a powerful action. A superpowered
effect can accomplish feats that are far beyond the The GM never changes the number of dice a
character’s current abilities - like traversing that character can roll in ICON, but a character can
50 foot wall in a single leap, smashing a tower to themselves affect how many dice they get by
rubble with a blow of your sword, or sneaking aiding their allies or pushing themselves past their
through a whole army. limits.
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In ICON narrative play, the Game Master Chapter decides both the scale of the
never rolls (except maybe to make a fortune roll adventures that characters are expected to have,
here and there, as stated above), and players and those characters’ own abilities and
always have the initiative. Non-player characters, capabilities.
traps, hazards, etc are not treated like individual
entities with their own ‘turns’ or action ratings, Chapter can be adjusted for your game, but this
but rather like a part of the scene or story, with game is designed with the following scales in
the story itself being the most important thing! mind:
Characters take action, and the GM responds by
narrating what happens next. • Chapter 1 is for threats, challenges, and stories
at the local scale, things characters could be
The only way players can take consequences is expected to handle as beginning
through their own actions. The extent of those adventurers. They might save a local town or
consequences are up to the GM, however, which village. Things like crossing a river, scaling a
could include them ‘losing’ the initiative by cliff, bargaining for supplies, etc might still be a
forcing them to react to a situation. In tense challenge for them.
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• Chapter 2 is for adventures at the regional • Fighting a small band of bandits or an average
scale. Characters are established monster
adventurers, and might be capable of heroic, • Scaling a high manor wall
outsize feats. They might smash boulders with a • Swimming across a river
single blow, or lead their own organization, or • Surviving in the wilderness
sneak into a guarded fortress in broad daylight. • Sneaking into a camp undetected
• Chapter 3 is for adventures at the world scale. • Charming a merchant into better prices
Characters are expected to be very powerful, • Commanding a few lackeys
heroic adventurers, capable of legendary or • Deciphering odd runes from a ruin
mythical feats like diverting a river, crossing
into the afterlife, or flying across the continent Chapter 2
in a day. • Fighting a large group of well trained soldier or
a tough, intelligent, or powerful monster
Chapter 4 is a special chapter used to represent • Scaling a huge castle wall
power on the metaphysical scale, a level of • Sneaking into a guarded castle
power that characters can never attain • Riding a monster without a saddle
while being adventurers - demigods, divine • Forging a new set of armor in just a few days
beings, etc. Characters might achieve chapter 4 • Creating a new powerful alchemical formula
some day - but if they do, they’re certainly no • Enduring a fall off a high peak
longer on the scale where they care about • Splitting a boulder in half with a single blow
adventuring, and instead are probably one of the • Riling up an entire crowd into revolution
powers of the world.
Chapter 3
Using Chapter • Fighting or commanding an entire army
• Building a castle in a single night, or destroying
Chapter both decides the scale of the game and it with all your might
also characters’ expected capabilities. • Traveling across the entire continent in a few
hours
Many narrative abilities that characters have scale • Battling an ancient or legendary monster
with chapter automatically. In addition, GMs can • Scaling an epic peak with your bare hands
use Chapter to adjudicate risk, effect, and tone • Swimming across an ocean channel
for their game. Typically, characters are unable • Stealing the crown off the king’s head while he
to tackle challenges or tasks above their holds court
chapter without taking multiple steps, • Surviving being hurled into a hostile dimension
bringing in help, or having greatly reduced for a few weeks
effect (or no effect at all). Conversely, characters • Charming an ancient sorcerer into aiding you
tackling threats and challenges under their • Making ground-breaking discoveries in magic.
chapter probably don’t even have to roll. Forging new spells
Chapter 1
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I want to move:
Specific Action • Without touching the ground
• …and take someone with me
Examples • Up a vertical surface
• Through thick mud, water, heavy snow, etc
Here’s some examples of risk, effect, and chapter
Might all adjust risk and effect.
using each action for what a characters’ expected
capabilities and limits are in each chapter. This
Here are the rough capabilities of a characters’
can be adjusted by a GM depending on the tone of
actions, depending on chapter:
the game. These are all just examples and by no
means an exhaustive list.
• Chapter I: Climb over a manor wall, swim a
river, or cross a gap. Ride an animal or pilot a
Sneak vehicle. Move a short distance quickly (a few
The risk and effect of Sneak actions is usually dozen paces).
dependent on how alert the target of the action is, • Chapter II: Climb over a castle wall, swim a
and what the scale of the task is. lake, cross a chasm. Ride a monster. Move a
long distance (a field’s length) very quickly (by
Here are the rough capabilities of a character’s climbing, sprinting, jumping, teleporting, flying,
actions, depending on chapter: etc).
• Chapter III: Climb a massive cliffside, swim a
• Chapter I: Sneak into a camp or building. Fish channel, cross a canyon. Ride a huge monster.
an item out of someone’s pocket, or plant Arrive in a nearby town almost instantly. Keep
something there. Use sleight of hand to fool up or even outrun a horse or riding animal.
someone. Spring an ambush on a single person.
• Chapter II: Sneak into a large or guarded Overland travel might be a single roll, or might
location like a castle. Pickpocket or ambush a take a project or ritual (see the section below) to
whole group of people. do something like teleport instantly using a ritual,
• Chapter III: Sneak past a guarded location in book safe passage on an airship etc.
broad daylight. Stealth by a monster with
unusual senses. Steal something someone is
Sense
actively holding while they’re looking at you.
When you sense, you broadly survey or take in an
area. You don’t get a lot of detail or specifics, but
A lower chapters, a character needs some cover or
you might notice things like traps, hidden doors,
distraction to effectively do something sneaky,
magical constructs, hidden ambushes, people etc.
such as darkness or misdirection. They can
You might notice smoke from a campfire, or dust
probably only do it slowly. At higher chapters,
kicked up from a caravan over the horizon.
they need less cover and can do it faster.
Usually the risk and effect of sense actions is
Sneaking can represent using your natural skill or
determined by how tense the situation is and also
magical abilities that turn you invisible or unseen
factors such as darkness, obscurity (from weather,
to the eye.
dust, etc), and distance.
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easier than scaring off a hungry monster the size lights. An airship. A power gauntlet. A spell that
of a draft horse. produces toxic gas
• Chapter III: Very complicated or legendary
You can also use command to lead a group of devices or constructs. A suit of arkentech power
people or run an organization. armor. An ancient arkentech golem. A force-
shield. A sealed habitat.
Here are the rough capabilities of a character’s
actions, depending on chapter: Many tinker actions take the form of a project or
ritual.
• Chapter I: Effectively lead a few people into
battle. Intimidate someone. Organize a defense. Excel
Force surrender from a fleeing thief. Run a Excel is the counterpart to tinker and allows you
small organization, such as shop or business. to use your manual dexterity and agility to
• Chapter II: Effectively lead a platoon into perform feats of skill and precision.
battle. Intimidate a small group of people.
Organize a group of peasants into a rebellion. Excel is most often affected by the potential risks.
Force an outnumbered army to retreat. Make a Balancing on a wire may be hard, but not risky
hardened killer hesitate. Run a large unless there’s a fifty foot drop underneath.
organization.
• Chapter III: Effectively lead an army into Excel can also be used to perform feats with or
battle. Start a revolution. Force a large number simply shoot ranged weaponry such as gun, bows,
of soldiers to surrender. Run or rule a small city. or bolts of energy from your staff - whatever your
character has on hand.
Actions like doing battle, running a city, etc may
be a project. Here are the rough capabilities of a character’s
actions, depending on chapter:
Tinker
Tinker allows you to create, alter, or disassemble • Chapter I: Make a tough shot. Squeeze into a
devices and constructs, whether magical or tight space. Balance on a wire. Do a backflip.
mundane. Disarm someone. Cut someone’s purse strings.
• Chapter II: Shoot a coin out of someone’s
Usually the risk and effect of a tinker action are hand at fifty paces. Balance on a moving wagon
highly dependent on the size and goal of the while juggling. Throw a knife through an arrow
creation, the availability of tools, devices, slit.
workshop spaces, etc. You can often think about • Chapter III: Make a nearly impossible shot.
what ‘chapter’ a tinkering device would be from Balance on the tip of a sword. Hit the eye of a
and extrapolate from there. wyrm with an arrow while it’s flying at you and
you’re hanging off the side of an airship, upside
Tinker also allows alteration of existing devices, down.
which could involve something like picking a lock.
Smash
Here are the rough capabilities of a character’s Smash is when you use violence or direct force to
actions, depending on chapter: accomplish your goals. This could be physical
strength or magical prowess. Shooting a fireball at
Create, alter, or disassemble: a door or kicking it down accomplish pretty much
• Chapter I: Uncomplicated or relatively simple the same thing, after all.
devices and constructs. A simple lock. A spell
that sets off an alarm. A clockwork automata. A The risk and effect of smash are usually
pair of magnification goggles. A clock. A small depending on your target and your own
bomb. capabilities.
• Chapter II: Complicated magical or mundane
devices and constructs. A magically sealed door.
An arkentech automata. Aetherically powered
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You can also use Smash to swing a melee weapon, relevant - especially if you're trying to do
whether that’s a giant hammer or a sword made of something quietly!
fire.
Charm and Command have similar outcomes -
Here are the rough capabilities of a character’s however Charming a scared soldier looks very
actions, depending on chapter: different than Commanding one, and also
depends heavily on which side the soldier is on!
• Chapter I: Break a gate. Kick a bandit in the
face. Throw a punch. Blow up a door. Throw a
barrel. Clocks
• Chapter II: Snap a heavy iron chain. Throw
back ten people with one blow. Smash a Let’s think about sneaking into a castle. There
boulder. Blow right through a stone wall. may be several discrete tasks or obstacles that
• Chapter III: Blow a hole through a castle wall. need to be cleared as players try to get through
Use your knuckles as a battering ram to smash a this castle - guards, locks, trapped doors, you
castle gate. Fight a small platoon by yourself. name it. One roll may not feel right for the
Split a cliff face. Burn away a small forest. purposes of this task. If the journey in doesn’t
particularly matter, a character could make a
Endure single roll to sneak in and have to figure out how
Endure is the counterpart of smash, for when you to get out. Or, if this is something we want the
use your ability to withstand or exert tremendous story to brush past or montage through without
forces. It could be not just physical strength, but much further consideration or consequence, we
magical or semi-magical fortitude as well, brought could do the whole thing in a single roll (perhaps
on by training, spells, etc. this is a scene from the character’s history, or the
task is far below their skill based on the chapter).
Here are the rough capabilities of a character’s
actions, depending on chapter: Sometimes a task is too complex or daunting to be
completed in one roll. Sometimes a task might
• Chapter I: Lift up a portcullis. Go for a long take more time, or multiple steps, to complete,
time without food or water. Hold your breath. and doing everything in one roll just doesn’t feel
Push on into extreme heat or cold. Run through right.
the night. Win a drinking contest. Withstand
pain. In all these cases, it’s best to use a clock!
• Chapter II: Lift an ox one handed. Eat
something poisonous. Go without sleep, food, or When you have a clear challenge or goal, you can
rest for a few days. Withstand tremendous pain. set out a clock with an even number of segments
• Chapter III: Wade through fire or ice. Lift a (4, 6, 8, 10, 12). You can draw out an actual clock,
three story Leggio Caravan. Carry an entire split into segments, or use a tracker, or simply tick
ancient tree trunk. Force open a sealed stone off check marks if you like. The longer the clock,
door. Out-drink a Jotunn. the more complicated or challenging it will be to
fulfill. Name the clock after the challenge or goal,
Action Overlap not necessarily the method. For example, you can
have a clock that says ‘Guards’, ‘Traps’, and
‘Alarm’.
As mentioned before, there is a lot of intentional
overlap between actions. Risk and effect can be
When characters take action related to a clock
used to tease out the differences between actions,
that would further it in some way, they will fill in
depending on your GM and the tone of your game.
segments on that clock with their actions on a
successful roll equal to their effect:
For example, Smash and Endure have some
• Fill in 2 segments for normal effect
overlap. Smashing a door down as opposed to
• 1 for weak,
using Endure to merely force it open has a
• 3 for powerful,
different effect in the fiction, however, which is
• and 5 for super powered actions.
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to exhaustion, enervation, tiredness, or exposure already full, or if they take critical strain, they
to the elements. break and are too hurt or overwhelmed to
continue in the current scene, unable to move or
Strain taken is 1, 2, or 4, depending on risk. act on their own. A broken character may only
Characters can also take critical strain. take an action by spending 1 Effort to do so
beforehand (see more on effort on pg XX). A
Average strain is 2, usually taken as a result of nearby character can also spend the effort for
risky actions. This is usually something like them.
getting swiped at by a monster, a short but painful
fall, slashed at by a weapon, eating something When a character breaks, they clear their strain
poisoned, exhausted from a long trek, frozen in boxes and take a burden, and at the end of the
the blinding wind, falling over from a lack of scene they cease to be broken and can act
sleep, etc. normally.
Minor strain is 1, usually taken as a result of A burden is more long-term harm to a character
controlled actions - still enough to be painful. and represents the mental and physical ordeal of
Bad bumps, scrapes, minor wounds, animal bites, the adventuring life. How much a burden
tiredness, sickness, etc. interferes with a character is up to that character’s
player. When you take a burden, write the nature
Major strain is 4, usually taken as a result of of the burden underneath it. It could be a long
desperate actions. Major strain is something term injury of some kind that the character
very painful or hurtful, like a long fall, getting ignores, scars, a change in attitude, tiredness,
smashed by a boulder, smacked around by a large sickness, etc.
monster, burned by a fireball, going days without
sleep or food, getting badly sick or poisoned, shot Example burdens:
in a vital place with an arrow, etc. • Injuries: broken leg, broken arm, gashed ribs,
monster bite, etc
Critical strain is something that a normal • Corruption: Infection, disease, illness, dark
person probably wouldn’t survive, such as falling magic
off a cliff, getting crushed in the jaws of a wyrm, • Negative emotions: Anger, resentment,
falling into lava, riddled with arrows, etc. You’ll jealousy, rage, hatred
survive - you’re an ICON after all, but in order to • Exhaustion: tiredness, ennui, sadness
do so, you’ll have to push through a lot.
Then, tick two actions which have more than 0d.
Those action is at at -1d until the burden is healed.
Resistance Tick actions that are appropriate to the kind of
burden taken. For example:
If the GM would suggest consequences other than
strain for your actions, you can always elect to
• You might tick Smash and Tinker for a broken
take strain instead, appropriate to the risk of the
arm
roll (1 for controlled, 2 for risky, 4 for desperate).
• You might tick Charm and Study for tiredness
This represents the stress of narrowly avoiding
• You might tick Endure and Traverse for
consequences for your character.
poisoned
• You might tick Command and Sense for fear.
You can take more strain than you have remaining
to resist something. For example, if you have only
This can be done up to twice per action.
1 strain left, you could resist something that would
normally cost you 2 or 4 strain.
The GM can always look to burdens for possible
consequences for action rolls. Players can also
Breaks and Burdens play up their burdens to invoke them.
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If a character would break for any reason, they A character with 3 burdens can still break,
can spend any amount of effort and roll 1d6 per clearing all strain, but doesn’t mark an extra
effort spent to push through, choosing the burden. Instead of recovering and returning to
highest die. On a final result of 5+, they avoid themselves at the end of the scene, however, they
breaking and lose 1 strain, putting them 1 below remain broken until the expedition is over (they
maximum. can still expend effort to act normally).
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combat or can players make other rolls to avoid In narrative combat, don’t treat monsters or foes
fighting? like you would in a traditional rpg, but instead use
• If the characters find a hungry giant guarding clocks, risk, and effect to represent the entire
the entrance to a dungeon, can they talk to it, or combat scene. The GM can adjudicate or adjust
will they have to fight it in tactical combat if these based on the challenges characters are
they fail to sneak past? facing, deciding which actions in the moment
would be more or less effective.
Transitioning into tactical combat is usually done
smoothly out of narrative scenes or as a tension Don’t think about the setup as just the foes the
break when things go sour: when the characters characters are facing, but the entire scene as a set
fail to sneak past the Relict, when they burst into piece. Defeating foes might be ancillary to running
the baron’s hall hell bent on confronting them, or away, or opening a door, or scaring foes off, or
when they stand in defense of the town as the holding out until reinforcements arrive. You can
wave of monsters approaches. see a big list of suggested combat scenarios on
page XX of the book of foes.
Narrative Combat You can set up multiple clocks to represent
different challenges in a scene, including the foes
As an alternative or companion to tactical combat,
themselves.
you can play combat scenes out exactly like you’d
play out any other narrative scene - using action
Don’t use clocks like you’d use HP. If a clock fills
rolls, clocks to track challenges, etc.
up and the scene would naturally be over, then
end the scene and let characters figure out how
Using actions in combat they drive off, escape from, avoid, or defeat any
If using narrative combat, characters can take any remaining foes.
actions they can think of to progress the scene,
using the actions they already have. The skills
Qualities
Excel and Smash are obvious contenders (shoot
a ranged weapon, swing a melee weapon), but
If characters are fighting opponents, then it can
other actions can also be used, to either set up
be helpful to write down 2-3 strengths and 1-2
allies or to progress a scene on their own. For
weaknesses to refer to when determining the
example, when fighting a monster:
position and effect of actions.
• Charm to distract a monster from attacking
For example, characters are fighting a Wyrm in
your allies
open combat. The Wyrm itself is a big armored,
• Command to scare the monster and make it
fire breathing lizard. might be represented with a
hesitate
10 or 12 segment clock (a pretty powerful foe!)
• Endure to wrestle the monster to the ground
with segments filled in as characters take actions
• Sense to scan your surroundings for hazards
against it.
you could drive a monster into
• Study a monster to find a weak spot
The GM decides the qualities are Big, Armored,
• Sneak to spring an ambush against the
and Fire Breathing. It’s weaknesses are its
monster or get out of the situation
Weak Scale and it’s Slow.
• Tinker to set a trap for the monster or throw an
A character wielding a bow tries to attack the
explosive
Wyrm. Here’s how that might play out:
The flavoring and theming of a character’s action
• Because the Wyrm is armored, a character
and attacks is up to the player, and any action
shooting arrows at it (probably using Excel)
could potentially be used for physical or magical
might have no effect, or be a weak and desperate
combat.
action.
• However, the wyrm does have a weak scale.
Setting up a narrative combat scene Another character using Sense might try and
spot openings for the bow-wielding player,
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very powerful and help distinguish your character. weak (no effect is still no effect), and can normally
You can further define what your characters’ never be increased past Powerful, even if a
specific powers look like and where they come character would get increased effect multiple
from. times.
• Scene: Some powers or Bond features apply The only way to increase effect further is to use a
until the end of the current scene, or can only power that grants you superpowered effect, or get
trigger once a scene. A scene is a contiguous a critical hit on a roll with powerful effect
series of events where we don’t ‘cut away’ from (turning the effect into superpowered).
the action. When we enter a new sequence of
action or dialogue (like a new room in a
dungeon, a new challenge, a different Play Example
conversation happening in a different place) the
previous scene is over. This is pretty easy to Here’s a quick play example.
judge naturalistically.
• Limited Powers: Certain Bond Powers can
Play example: The hall of death
only be used by spending Effort, and many can
only be used a certain number of times per
The GM is playing with two players, Alice and
game session. You get these powers back at the
Marco. Alice’s character has the Bond of the
start of a new session.
Mighty, James’ character has the bond of the
• Range: A few powers have a loose effect range,
Pathfinder.
such as close or far.
• Chapter scaling: A few powers gain more
The character are exploring a ruin and reach a
explicit power per chapter (I, II, III).
hallway. The GM knows this hallway is trapped
with pressure plates (on the floor) which will
Gambits
cause poison darts to fly out from the far wall. A
tough scenario!
Normally you can only take powers from your
own Bond. However, once you have four powers
The GM can do a couple things here. If characters
from your own bond (including your starting
take action without checking the hallway out, the
power), you can take a Gambit when you would
traps end up being an obvious consequence for
pick a new power, which is a power from any
their actions, and their actions are probably risky,
bond.
if not desperate! If characters take a moment to
survey the hallway and get good information, the
Knacks GM can make their actions more effective or more
controlled moving forward, since they know about
Some powers give you a knack. A knack is a skill the traps.
or area of expertise or knowledge, usually specific.
When you can apply your knack to a roll, get +1 The GM can also decide to let the whole thing get
Boon (+1d6) on the roll. covered in one roll. Or, if the trap is more
dangerous or complicated, they can set up a clock
Set up for it.
Some bond powers give more powerful set ups or The GM can use good practices and foreshadow
key off setups. A setup is an action roll (with threats here by showing the players that the hall
normal consequences, etc) that has reduced or no might be trapped.
effect on its own but grants the action that’s being
set up +1D. Let’s see some permutations of each of these
scenarios.
Increasing Effect
The introduction:
Some character abilities can increase effect. Effect GM: You come to a long stone hallway, chocked
can be increased as long as base effect is at least with dust, and probably only wide enough for one
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person at a time to move down. It’s pretty long Marco: I have a bad feeling about this hall. I’m
and the far end is too dark to see. Propped against going to get closer to study the stonework
the wall on your side is an old rusty breastplate, a GM: Ok, give me a roll. It’s a little riskier to study
piece of armor long abandoned, as though since you have to get close, but I’ll say its more
someone took it off in a hurry. It’s pock-marked effective. I’ll say its still controlled.
with small holes. Marco (rolls study, gets a 1 ): Ok, I’ll take it. I
have 0 in sense so I’d rather use study. Ah, a 1.
One roll, players don’t gather information: GM (Inflicting strain): Oh yeah, it’s definitely
Alice: I forge ahead, carefully. trapped. A flurry of darts shoot out through the
GM (taking the initiative): Ok! There’s a click as darkness right at you. Since your action was more
you step on a pressure plate. You hear the soft powerful, I’m giving you some progress on this
hiss of air at the other end of the room, and you clock (The GM ticks 2 segments on the clock.
see a flurry of darts heading your way! What do Normally they’d tick 1 or none on a ‘1’ roll).
you do? Your action is probably going to be pretty However, you’re still getting shot, for only 1
risky. strain, and you’re sure there’s more plates in the
Alice: Damn. Ok… I’m going to bring my shield up hall.
and try and endure the darts. Marco: I’ll take it.
GM: Great, I’d say that’s pretty effective but Alice: Can I boost Marco’s character on my shield
desperate. to get them across the hall and give them a bonus
die?
Alice rolls 3 dice for her character’s Endure action GM: Sure. You can make a roll to set up Marco if
and rolls a 1,2, and 5, a mixed success. Darts shoot you like, or just tick effort to aid him.
into her character, inflicting 3 strain on her. Alice: Ok. I’m going to roll for it. Is… excel a good
Alice’s player chooses to spend 1 effort for her action for this?
Might’s special ability to reduce the strain by 1. GM: Probably, or smash, I think, since you’re
The darts having activated, the hall is clear and using force.
the characters can move on. Alice: My smash is better, so I’ll use that.
GM: Ok, it’s going to be controlled risk for you I
One roll, gathering information: think
Alice: I’m going to check this hall out. Alice (rolling a 4): A 4.
GM: Ok, give me a fortune roll for that, since you GM (putting her in a worse spot): Great, you
seem safe where you are. boost Marco in the air. However, you have to take
Alice (rolls sense, gets a 4): I’m going to survey a couple steps forward, and now you’re in the
the hall for threats. A 4. middle of the hallway. Anything you do from here
GM: Squinting your eyes, you can just make out is going to be way more risky.
strange cracks in the floor ahead of you. It’s hard Marco: Let’s do this. I’m going to traverse by
to tell, but you’re pretty sure this hall is trapped, kicking off the walls. I’m also going use my
with pressure plates. pathfinder power Windrider to push myself for
another die and choose to not touch the floor.
The scenario plays out as above, but the risk for GM: Great, that’s two bonus dice, one from Alice’s
Alice’s character’s action is now controlled, since character and one from your push, and you have
she knows about the trap. Now she only takes 1 better effect from your cool power. I’ll say since
strain when she’s hit by the darts, which she you don’t have to touch the floor, your action is
spends resistance to ignore. going to be less risky, so instead of being risky it’s
going to be controlled.
Using a Clock, gathering information Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
GM: No problem. You still get two ticks on the
The GM decides this trap is a bigger threat, clock from your better effect (The GM ticks two
something they want to spend a short scene on. more segments, bringing the clock to 4/6).
They set out a 6 segment clock to represent the Marco: Ok, but I’m a dead man, right?
hall. GM (offering a choice): Your action was
controlled thanks to your power, so you don’t get
riddled with darts, but you’ve got a tough choice.
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You don’t make it quite down the hall, and you’re characters are in a lower chapter than the hallway,
close enough to see the mechanism. Do you try maybe it poses a huge threat and is super risky,
and leap forward disable it now, and maybe get and the character’s actions are less effective.
poisoned for your trouble, or do you try and make
another roll? I’ll let you finish the clock right now
if you want.
Marco: I’m going for it.
GM: Ok! You dive forward and jam your blade
into the mechanism. A vaporous cloud of poison
pours out from the dart holes as the trap
deactivates. You’re going to take 2 strain from the
poison.
Marco: Ouch. That would give me a burden.
Alice: Can I use my special ability to take the
strain instead by pushing Marco aside?
GM: Yeah… but you’re not close enough - you
were put in a bad position, right?
Alice: Ah, ok. Can I just throw my shield and
smash the mechanism before it manages to poison
Marco?
GM (Avoiding saying ‘no’ to this creative
solution): Sure, I think that would reduce the
strain, but give me a roll. Risky, since you’re
trying to do it quickly from far away!
Alice: Ok, I’m going to use 1 effort to push this.
(Rolls 2, 3, 6). A 6!
GM: Cool. You hurl your shield and crumble the
wall, sealing off the vapor. Marco only takes 1
strain.
Marco: Nice.
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camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.
interludes
All expeditions have a clear goal at the start, even
if that goal changes.
Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping
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4. Set your job and abilities, if you expect Characters can always abandon an expedition if
tactical combat. There’s more on this in the they’re too hurt to continue or if the goal has
tactical combat section. changed. Leaving an expedition unfinished
abandons the original goal the characters had in
5. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests
6. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.
Abandoning an expedition
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on them. A group ambition can only be worked on groups may get into trouble during an interlude,
once during an interlude, and to work on one a and the situation might change. Characters might
character has to give up working on their own go bargain with the thieves’ guild only to try to
ambitions. Group ambition clocks aren't a default double cross them, wander a little too far out into
length and must be decided by the GM. the wilderness, or open a dangerous magitech
device.
You can write new ambitions any time, but if you
change or abandon an ambition, clear any If characters get into trouble, you can play out a
segments on the clock that’s representing it. An narrative scene or tactical combat to resolve the
ambition must be a clear goal or project, and the situation. If it’s more complicated than a scene or
length of the goal (which clock it represents) is two, you’re probably heading into a surprise
determined by the GM. You only have room for expedition!
one ambition of each length. If you want to write a
new minor ambition (4 segments) and already If characters took strain during an interlude, they
have one, for example, you have to change your can heal it when an interlude ends. In general,
current one. characters are intended to start an expedition
with all their resources at their disposal.
Clearing ambitions rewards 1, 2, and 3 xp
respectively. Clearing a group ambition Bringing it back
rewards 1 xp to the whole group.
Interludes should always aim to launch the
Ambitions are typically projects or long-term characters into a new expedition of some sort. The
goals, like gathering information, researching, characters leave a place of safety with a clear
crafting, or organizing. It could be something like goal in mind.
plotting revenge on a rival, learning a new skill,
fixing up an old aethership, finding a secure route
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.
Freeplay
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Session End
Whenever you end a session of ICON, go
around the table and check your xp triggers, then
gain xp depending on which you fulfilled them or
not. These triggers are on pg. XX but are repeated
here for your convenience:
Leveling up
Spending Dust
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Narrative Character
Creation
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Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. Get an When you make a character, choose what Kintype
action bonus based on your culture. you are. There’s no statistical or mechanical
2. Pick a Bond that you think represents your differences in game terms for whatever Kin you
character narratively. You can choose one pick. It’s true, for example, that Troggs as a whole
bond power, and take +2 dots in one of the are larger and stronger than most Thrynn.
two actions tied to your bond. However, each individual is different, and more
3. Then fill in 6 more dots on actions, taking importantly you are a hero.
none higher than 3 right now. Fill them out
the following way: Your bond is more important for determining the
• Pick 2 dots based on your character’s kind of person you are. If you want to play up the
culture or background. unique attributes of your Kin, you can pick a bond
• Pick 2 dots you think represent your that fits that fantasy, and pick actions that fill out
character’s personal qualities what you want your character to be strong at. A
• Pick 2 dots you think represent your strong, physically powerful Trogg may want to
character’s life experience so far (work, pick the Mighty Bond. An agile Xixo who is an
travels, education, etc). excellent swimmer may pick the Pathfinder bond.
You’re done! You’ll make the tactical combat part Broadly speaking members of all Kin can be found
of your character next. In the first session you can in every part of the world and every walk of life in
choose something for your camp with your group ICON, and none have any ancestral nation,
and set out on your first expedition. ‘homeland’, or monoculture, especially due to the
ancient influence of the Arken Empire.
Picking Action Ratings
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Narrative Advancement
Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up at the end of a
session, but can’t gain more levels than the current chapter.
7 2 Improve an action
10 3 Improve an action
11 3 Improve an action
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Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.
Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.
Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.
Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.
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Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.
Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the etherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.
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Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:
• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.
There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are undiscovered across the surface of Arden Eld.
Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and typically (but not always) have large families. Beast folk are present in every
culture, from desert dwelling nomads, to pastoral farmers, to city guilds.
Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).
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Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.
Though individual Xixo live much shorter lives than other Kin, typically living until their mid 40s, they
have perfect memories, able to recall everything in their lives with absolute clarity. A common
understanding among the Xixo is that other Kin are terribly cursed - living twice as long as the Xixo, but
eventually forgetting a large part of their lives.
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who have come to be known as the Leggio. Their like a spray of brightly blossoming flowers over a
massive, colorful caravans make seasonal grave.
rotations around Arden Eld, stopping in the cities
to resupply, and are broadly welcome wherever Especially brave Churners will sometimes set up
they show up, since it means a chance to buy, shop within the surface levels of a dungeon,
repair, and indulge in all the necessities and sometimes maintaining large crops of herbs,
luxuries so sorely missed. The Leggio always eat fungi, or other staples that will only grow in the
well and trade fairly with the towns, and will often dust-soaked environment of the arkenruins. The
take on travelers who are seeking safe passage to more daring of them will hire themselves out as
the next village, post, or city. guides, tinkers, or hirelings for wealthier
adventurers. Due to their unique living
Nearly all Leggio have some sort of family trade or circumstances, most Churners tend to know more
skill they are specialized in (sometimes multiple), about monsters than any other culture, mostly
and many famous or legendary artisans, smiths, their spoor, habits, and how to avoid them.
and weapon makers come from old Leggio
families. Leggio Grand Caravans can be two (or Churners are a highly itinerant culture, and while
sometimes three!) stories high and are carved some travel together, they tend to congregate only
with family histories. They are pulled by draft when a new dungeon surfaces and the old sites
beasts and sometimes captive monsters, who are dry up. Many of them are former adventurers who
kept docile by Leggio beast tamers. have settled out of obligation or necessity and
seek a slightly more respectable existence, but
Leggio are nearly all armed and trained in fighting others are skilled merchants, crafts-kin, cooks,
since they were young as they often have to pass smiths, and suppliers that come from old families
through dangerous or blighted areas in order to of Churners and run their tents and wagons with a
reach a town in need. They regard their duty to high respect of the Churner Code (honesty, safety,
keep towns supplied as sacred and pray to the convenience). Recently, due to the increasing ruin
Titan of chance to give them safe passage. activity, the number of Churners has been rapidly
increasing, and a lot of the old and more
Craft, sociability, discipline, and respectable families complain of grifters,
hospitality are all strong values for Leggio. swindlers, and ill-intentioned shady merchants
Outsiders can sometimes see them as insular, sullying their reputation.
overly friendly, or nosy.
Dependability, hustle, professionalism,
and caution are highly valued by Churners.
IV. Churner Outsiders can sometimes see them as deceptive,
opportunistic, or exploitative.
A sporadic, nomadic culture, churners live a
dangerous and daring existence, especially
compared to most people of Arden Eld. In their V. Chronicler
caravans and camps, they follow around
Arkenruins as they surface, and make their living The ancient monasteries of the Chroniclers dot
off them in whatever way they can. Sometimes Arden Eld, overlooking its deep valleys from
this involves venturing into the ruins themselves mountain perches, or buried deep in the rifts of its
(though never too far for most Churners, they canyons. Within is buried ancient knowledge -
leave that up to the adventurers and the and sometimes dangerous secrets.
foolhardy), and scraping Dust from the ruins, or
searching the surface levels for fragments of Chroniclers are a unique, isolated culture - a
Arkentech. Most of the time this involves directly quasi-religious society of monks and acolytes built
servicing the adventurers themselves who venture around the Chambers - the great monasteries of
into the ruins by supplying them with necessary the continent, whose building predates the Arken
food, supplies, arms and armor, and elixirs. When and survived their fall. There are twelve of these
a new ruin is discovered or surfaces from deep ancient edifices, and they are typically located in
beneath the earth, it is not uncommon for a extreme or hard to reach locales, requiring them
Churner camp to appear at the edge shortly after, to be self sufficient. Small monastery towns and
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trading posts grew up around them over time, Those that live in the cities are known as Guilders,
forming a tight-knit communities that revolved and often belong to one of the great Trade Guilds,
around and intermeshed with monastery life - loose and oligarchical organizations that regulate
moving with their festivals, rituals, and traditions. the trade and production of certain items between
cities and act as informal government associations
The Chambers are part temple, part archive, and of sorts. Cities are often ruled by the guilds or
part prison. As legend goes, they were built to their proxies and to most people of Arden Eld are
protect the great secrets of the making of the chaotic, overcrowded, wondrous, and very smelly
world. Some of their inner vaults now lie empty, places where the food is greasy, the markets are
and three of the Chambers are broken and hollow bright and burgeoning, and the sights are as
ruins, whatever was contained within long incredible as they are strange.
disgorged into the world. The inner passages and
halls of the Chambers are rumored to be full of all Cities are the centers of technology and magic in
kinds of secret knowledge, ancient weaponry, and Arden Eld and are the chief drivers of the hunger
old and powerful evils - though none can say for for Dust and arkentech, which the technomagical
sure. institutes and Guilds use to produce mechanical
and magical wonders. Citizens of the great cities
As for the Chroniclers themselves, they live in a of Arden Eld are the most diverse in background
strict, hierarchical, and somewhat spartan society, and profession, and tend to enjoy a higher
but one which values justice, education, equality, standard of living than those in the Green, with
and honesty. Ascending up the ranks of the access to many conveniences such as rail and
priesthood takes a long time and a lot of airship travel, running water, and arkenlamp
ceremony, and only the most senior monks are lighting. However, they also are the most unequal,
allowed into the central halls of a Chamber. with many Kin languishing crammed into hot and
overcrowded residences in the increasingly
It is not uncommon at all for monks to dip and mazelike city depths, while the Guild Barons at
out of the priesthood in order to have families, the top scrape most of the benefits off for
explore the world, or go on missions of utmost themselves while claiming to be acting for the
import for the monastery. Junior temple acolytes benefit of all. Some predict the coming of the
wishing to become higher members of a Churning Age will extend this way of life even out
Chronicler order are often required to leave the to the Green, and fear what that portends.
temple for a while to find purpose in the greater
world. Guilders tend to be more educated, more
knowledgeable about Aetheric principles and
Chroniclers highly value knowledge of all kinds, more connected to magic and science than other
and tend to be highly educated. This drive often Kin, who they may see as backwards. They also
pushes traveling chroniclers to explore ruins, tend to be very tolerant and welcoming, and the
challenge authorities, or pry where they don’t most worldly of Kin.
belong, often getting them into danger.
Tolerance, patience, drive, and
Truth, justice, discovery, and tradition are friendliness are highly valued by Guilders.
important values to Chroniclers. Outsiders can see Outsiders can sometimes see them as haughty,
them as secretive, old-fashioned, or stiff. know-it-all, or pampered.
VI. Guilder
There are no nations in Arden Eld, but its cities
are growing in both size and influence. Their
cobbled streets and teetering towers are
expanding and stretching to the sky, and the fires
of industry and arkentech burn deep in their
bellies.
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BONDS
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I. The Pathfinder
Discover new things, meet new people, learn new • Lay Burdens - 1/session, When you enter a
things. The Pathfinder is always looking to populated location, untick 1 segment on all
horizon. They’re the first to clamber up the burdens, and you may push your next action for
mountain, leap across the river, or dash down free.
the slope. The road is their friend and they can’t • Airfeel - When you camp or start an
wait to see what’s around the corner. expedition, you can ask any of the following
questions about the next day or so of travel and
+2 Traverse or Sense get a truthful yes or no answer from the GM. Get
increased effect when next acting on the
Ideals answers.
- I addressed challenges with curiosity, • Is it a long, dangerous, or arduous
exploration, or understanding journey?
- I expressed my heritage, background, or beliefs • Is the journey defended or contested?
through my actions • Are you currently being pursued, tracked,
- I saw, heard, or tasted something truly unique or hunted?
• Colortongue - You can understand and speak
Effort: 3 all languages and read all scripts. When you
Strain: 5 interact with a living creature that doesn’t speak
Second Wind: Regain 1 effort when you enter a language, you can understand its intents and
new scene. This ability can activate any number of feelings and get +1d to interact with it if it’s not
times a session. hostile. At chapter II or higher, you can use this
Special Ability: Leading a team action only to interact with even non-living creatures, such
costs 1 effort for you. as magical constructs or the undead.
• Horizon Sweeper - Your sense actions have
increased effect and aren’t affected by:
POWERS • Chapter I: Darkness or time of day
• Saddleborn - Get a knack for riding or • Chapter II: Weather or visibility
piloting: • Chapter III: Distance of any kind
• Chapter I: Animals or Vehicles • Memory of the Sole - Name a location you
• Chapter II: Monsters last set up camp or spent an interlude. The GM
• Chapter III: An entire herd of animals or will determine the difficulty of the journey there
monsters. by answering the questions below. When the
• Windrider - When you push yourself to take a next scene starts, you and up to ten other willing
traverse or sneak action, you also get people can choose to be safely there if you take 2
increased effect and choose one of the following strain for each ‘yes’ answer, which could cause
for the action per chapter: you don’t touch the you to break. Work backwards to figure out how
ground, you don’t make a sound, you can’t be you got there (the scene doesn’t necessarily have
touched while moving. to take place the next hour or day, for example).
• Dabbler - Get +1 point to put in any action • Is it a long, dangerous, or arduous journey?
rating. At the start of an interlude, you must • Is the location defended or contested?
swap this point around to a new action. It can’t • Are you currently being pursued, tracked, or
take any rating higher than 1+ the chapter hunted?
number • Lightspeed - 1/session - Your next traverse
• Freesoul - You can escape from any restraint, action has superpowered effect
grab, shackle, hold, or prison cell without • Gambit of Gaia (requires 4 powers): Take
rolling, appropriate to chapter. You can conceal a power from another Bond
this ability if you wish.
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Effort: 3
Strain: 5
Second Wind: Regain all effort when you take
injury or harm while protecting someone else
Special Ability: When an ally close to you
suffers strain, you can take the strain for them. In
addition, you can spend 1 Effort when you take
any strain to reduce it by 1, to a minimum of 1.
POWERS
• True Grit - When you break, you remain in
control of your character for the rest of the
scene. If you would remain broken longer than
that (you have 3 burdens for example) this effect
ends at the end of the scene.
• Iron jaw - You can’t suffer critical strain (take
4 strain instead)
• Volcanic - 2/session - When someone or
something harms an ally in your presence, you
can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
the rest of the scene
• Hammersoul - Your Smash actions have
increased effect when you’re exhausted.
• Overpower - You can push by taking 2 strain
instead of spending effort for Endure and
Smash actions
• Steelskin - The first time you take strain in a
session, reduce it to 0
• Force of Will - 1/session - You can choose to
automatically treat your next Command action
roll against another character as a 6. The GM
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Effort: 3
Strain: 5
Second Wind: Regain all effort when you fix
someone else’s mistakes, or someone else fixes
yours.
Special Ability: You are hardened. Your 4 clock
burden gives you no penalties.
POWERS
• Clarity - If you break, regain all effort, and
you can push your next action for free
• Scarcoat - +1 max strain per Burden you have
• Blood Scent - You get a knack for tracking or
intimidating anyone or anything that’s wounded
• Go for a Walk - 1/session - When you separate
from the group to do something alone, you can
trigger this ability to get +1d or increased
effect on your action. ‘Cut to black’ and roll the
action ‘off-screen’, then cut back to when you
return to the group. While ‘off screen’ you can
attempt to accomplish a number of unique tasks
equal to the chapter number (1, 2, or 3)
• Cornered - When you are outnumbered in a
tense or violent situation, leading team actions
does not cost effort for you.
• Lurk - 1/session - When the GM describes a
scene, you can choose to be there, hidden,
appropriate to chapter. Don’t worry about how
you got there.
• It’s Nothing - During Heal Burdens, heal 2
extra ticks on a burden of your choice if nobody
helps you heal burdens. Heal 1 tick on two
burdens if someone does help you heal, instead
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V. The Harlequin
Trick, humiliate, and dance around the powerful. • The Big Show - Critical hits on excel,
The Harlequin despises those who take charm, or sneak actions regain 2 effort for all
themselves too seriously, and delights in slipping party members who witness your feats
in and out of conversations, roles, and situations. • Habitual Line Stepper - 2/session - You
instantly disappear from sight and re-appear
+2 Sneak or Charm somewhere:
• I: Nearby
Ideals • II: Within 5 minutes walk
- I addressed challenges with cunning, • IIII: Within a few miles
subterfuge, or deceit • You don’t have to see your destination, but you
- I expressed my heritage, background, or beliefs are shunted back to your starting point if it’s
through my actions occupied or obstructed (like trying to hop into
- I talked or slipped my way out of a charged solid rock, for example).
situation • Quickfingers - 1/session - Name a number of
objects nearby equal to the chapter number that
Effort: 3 you can see that could fit or carry in one or both
Strain: 5 hands. By the start of the next scene, you have
Second Wind: Regain all effort when your possession of them. If you stole them, the
actions get you in trouble with someone or person you stole it from will find out within the
something powerful hour
Special Ability: When you’re exhausted, get +1d • Ridi Pagliacci - You can invoke each of your
and increased effect on sneak burdens instead of spending 1 effort, once a
session for each burden
• Exuent - When you lead an action to flee or
POWERS escape trouble, don’t spend effort.
• Step of the Bards - 1/session - Increase the
• Mirrormask - You can always tell if someone power of your next Sneak action to
is lying if you can see their face, though the superpowered
nature of the lie is unclear. At chapter III, you • Gambit of the Laughing Titan (requires 4
only need to hear someone’s voice or read powers): Take a power from another Bond
something they have written.
• Mercurio - You can change your appearance
completely by spending 1 effort, including
height, weight, gender presentation, etc. You
must appear as Kin (a person), but you could be
a different Kintype, and otherwise everything
else is up to you. This effect lasts until you
camp, or until you eat or drink something, and
while active you get a knack for impersonation.
At chapter III, this effect no longer costs effort if
it's only used once a scene.
• Mockingbird - You get a knack for mimicking
sounds or voices.
• Fast Friends - 2/session - You can choose to
automatically treat your next charm action roll
as a 6. If you do, its effects only last:
• I: 1 minute
• II: an hour
• III a whole day
• After the duration expires, its target(s) realize
they were manipulated.
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Effort: 5
Strain: 5
Second Wind: You only regain effort from bond
powers, camping, or interludes.
Special Ability: You can allow someone else to
regain 1 effort by spending 1 effort.
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+2 Endure or Command
Ideals
- I addressed challenges with perseverance,
friendship, and courage
- I expressed my heritage, background, or beliefs
through my actions
- I trusted someone with my life
Effort: 3
Strain: 5
Second Wind: Regain all effort when you charge
forth without a plan
Special Ability: When you lead a team action,
get +1d on the action
POWERS
• Strike the road - The first team action you
lead in a session costs you 0 effort
• Crush Limiter - You can spend 2 strain to take
team actions instead of effort
• Luck as a Constant - When you critical hit,
regain all effort, heal all strain, and mark 1 xp
• All in - Using Aid to help a character taking a
desperate action costs 0 effort for you
• Joyluck Wind Thrower - When you take a
desperate action, you can take +1d on the
action. If you do, treat any die less than a 6 as a
1.
• The Sun- 1/session - Gain increased effect on
all actions for the rest of the scene
• Coordinate - Aiding you on team actions costs
0 effort
• Heart of Hearts: 1/session - You can flash
back to a scene from your past or hometown and
describe how your memory of that time inspires
you in the current moment. You can treat your
next roll as though you rolled a critical hit (6,6).
You can only use this ability three times ever,
and when you expend its third use, replace this
power with another one.
• Team Player - When any ally sets you up,
you have increased effect on the roll
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IX. The Broker
Use your superior skills, class, intellect, or • Beg, Borrow, or Steal - When you need the
delicate touch to handle situations with elegance. right tool for the job (a disguise, a tool, a
You’ve been there before, and you have a plan for weapon, a portable boat, a ladder) you can
everything under the sun. Some may call you choose to have it right now. The tool’s power,
stuck up, but they don’t see how the strings you type, and rarity depends on chapter, and it lasts
pull save their sorry hides again and again. until the end of the session, or until you use this
ability again. Gain +1d on actions using the tool,
+2 Command or Tinker but the GM chooses one:
• It was stolen from someone, who will
Ideals track you down by next interlude
- I addressed challenges with manipulation, • It’s poor quality and breaks after the
influence, or planning scene is over
- I expressed my heritage, background, or beliefs • It gets you into trouble after the scene is
through my actions over (it attracts attention, there’s an
- Despite my best efforts, we went wildly off plan unwanted side effect, it leads you
somewhere you weren’t expecting to go)
Effort: 3 • Fruitful- You have a contact or family member
Strain: 5 in every populated location. Define this person
Second Wind: You can regain all effort when with the GM and pick one (choose carefully):
another team mate becomes exhausted or breaks. not in trouble with the law, reliable, won’t need
Special Ability: When you become exhausted or a favor. Roll +1d on actions where your contact
break, all team mates regain 1 effort could help you.
• Faust (1/session) - The next time you roll,
treat all 1s as 6s. The next time you roll after
POWERS that, treat all 6s as 1s.
• Contingency (2/session) - You can use this • Make it work (1/session) - You may use your
power to ‘flash back’ in time to tell the GM how highest rated action for any single action with
you prepared for a situation. You can use this normal effectiveness (charming a door to open
ability before or after any action roll to do one of for example). Explain to the GM how you’re
the following: Set up a character for the next doing this. At chapter III, you don’t need to
action (even yourself), resist consequences of explain.
something that just happened by taking strain, • Coordinator - You get 2 xp for pursuing a
even for another character, increase effect or group ambition instead of 1, and gain +1d when
lower risk. To do so, however, you need to be working on a group ambition.
able to tell the GM how you prepared and also • Ladder Climber - You can pursue ambitions
make fortune roll using one of your actions to twice during an interlude, but only if you pursue
see how well your preparation went. On a 4+ different ambitions.
gain the expected effect, on a 6 choose an extra • Golden Hand (1/session)- Increase the effect
effect, and on a 1-3 you had to abandon the plan of your next Command action to
(this ability has no effect this scene and regain 1 superpowered.
use). • Gambit of the Weeper (requires 4
• Swoon (1/session) - When you would take powers): Take a power from another Bond
consequences as a result of your actions, you
have may another willing character nearby take
the consequences instead of you after you learn
what they are. If they do, they take 1 xp.
• Immaculate - Get a knack for situations
where being dressed appropriately would help
you (disguises, uniforms, outfits, formalwear,
etc), appropriate to chapter.
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X. The Elder
You’ve been around a long time - maybe too long. • Been Around - Unless they draw a weapon,
You’ve seen a lot of what Arden Eld has to offer - nobody younger than you can harm, restrain, or
the good and the bad. The adventuring life, with touch you in any way unless you let them. This
its threats, its challenges, and it’s wandering effect ignores chapter.
lifestyle, are something you would perhaps want • Spinner of Tales - You get a 12 segment
put behind you, but you have a little more work ambition clock that you can work on for free
to do before you can put your gear away for each interlude, to tell a story from your past.
good. There are people out there who need you. When the clock is complete, a character of your
choice that listened to you can improve an
+2 Endure or Excel action by 1. A character can only gain this
benefit once.
Ideals • Pillar of Rock - Until you use violence or
- I addressed challenges with patience, wisdom, coerce someone or something in a session,
or experience reduce all strain taken from other people by 1, to
- I expressed my heritage, background, or beliefs a minimum of 1.
through my actions • Saltbelly - Gain +1d for the rest of the session
- I defused a potentially violent situation against anyone that shares a meal, shares a
drink, or plays a game of skill against you.
Effort: 3 • Mentor - You can forgo working on your own
Strain: 5 ambitions to come along and help someone else
Second Wind: You can regain all effort when with theirs. If you do, they tick 1 more segment
you manage to avoid confrontation or violence and gain +1d.
through your actions. • Reputation - When you enter a populated area
Special Ability: At the start of a session, choose you haven’t visited before, you can decide that
another character to watch over. The first time in people there have heard of you. This gives you
the session that character would take a burden, +1d to interact with them socially for the rest of
you can intervene and choose to take that burden the session, but anyone who wants to find or
instead if you have one free. If you do, regain all track you can find you easily. This works on:
effort and clear all strain, and mark +1 xp. • I. Any town
• II. Any city or small village
• III. Anywhere
• The Mountain (1/session) - Increase the
POWERS effect of your next Endure action to
• Parable - Twice a session, you can ask the GM superpowered.
about any path of action ahead of you. The GM • Gambit of Tsumi (requires 4 powers):
will answer as truthfully as possible with the Take a power from another Bond
phrase ‘This is the path of ____”, with the
blank part being an animal, plant, or natural
element (fire/water/earth/wind) that the GM
feels best fits the situation. Gain +1d when next
acting on the answer.
• Pacifist - If you leave a scene of violence
without harming anyone, heal 1 strain and
regain 1 effort.
• Long Memory - Gain +1d on rolls to gather
information about any event that happened
more than ten years ago. At chapter III, if it
happened in your lifetime, you can also tell the
GM you remember it clearly or were actually
there and can’t fail the roll (treat a 1-3 as a 4+).
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POWERS
• Improvise (2/session) - You can push a
smash roll for free if you can somehow use
something that’s not a weapon from your
environment. This could also increase or
decrease effect, depending on the item. You can
use something:
• I: Small, like a vase or stool
• II: Large, like a piece of furniture or a door
• III: Massive, like a horse cart or boulder
• Punching Bag - If you take strain from
anything, everyone else gets increased effect
against that thing for the rest of the scene.
• Best efforts - If you fail a set-up roll, you can
take 1 strain to re-roll it, taking the second
result. You can do this any number of times.
• Bright Eyed - At the start of each session, you
may choose another character to look up to. You
can aid that character without spending effort
this session (you still share in any
consequences), but aiding other characters costs
2 effort.
• Follow the Leader (1/session) - Make an
action roll using any character’s action rating
for that action. Describe how that character
taught or inspired you.
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TACTICAL COMBAT
When you go into a situation in ICON where high- actions to do something. You may also use
stakes violence is about to break out, it’s probably interrupts before, after, or in the middle of any
time to go into tactical combat. Tactical combat action, even off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points. When you gain vigor (a shield that
then there’s probably no reason to play out goes over your health, usually from healing) it’s
tactical combat! equal to a multiple of your VIT. Other effects
can heal or damage you you equal to a multiple
of your VIT value (25% of your maximum HP),
Combat in ICON so it’s a quick shorthand.
• Hit Points (HP): 4x your VIT, representing
Tactical combat in ICON is a game that is your character’s physical state, energy, and
intentionally an abstraction. It’s a different ability to avoid damage. Once you run out and
mode of play to narrative play, and has more go to 0, you are defeated. You’re
tightly constrained rules. incapacitated (can’t do anything, need help to
get up) and take a wound. Certain abilities care
Tactical combat in ICON is grid based (a square about if a character is bloodied, which is at or
grid is used, with each square representing 1 space below 50% max hit points. Characters always
on each side) and turn based. On your turn, you heal to bloodied after combat is over.
can take a free move action and take two • Wound: When you take a wound, fill in 25% of
other actions. Sometimes you will use both your HP (a value equal to your VIT value),
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Any entity that’s controlled by a player or GM is These effects can all stack. If movement would
called a character. cost too much to even make a move (exiting a
space next to an enemy in the snow might cost 3
spaces for example), then the movement can’t be
On your turn taken.
All movement in ICON, whether granted by an While a character is removed from the battlefield,
ability or effect, must be taken orthogonally (in they don’t typically take turns unless specified.
compass directions, no diagonal movement),
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That’s it! These actions seem rather limited - Light attacks cost 1 action but do less damage.
because all characters in ICON, including the foes - Heavy attacks cost 2 actions but do more
you will face, also have powerful abilities they damage.
can use. If you do want to improvise, use the - Superheavy attacks are powerful attacks that
constraints of the rules offered here or in your cost your standard move as well - your whole
abilities. For example, if you want to knock over a turn - to use.
heavy boulder so it smashes into your enemy, the
GM might rule that it’s a basic heavy attack. Characters don’t have a basic superheavy attack
but do have basic light and heavy attacks.
No repeats
All attacks roll a die for damage, depending on
When you use an ability, you can’t repeat it in job, which is written as [D], and either deal or add
the same turn. You can only dash, rescue, or flat damage as well, which is called Fray damage.
interact once on a turn regardless of how many
actions you have left, for example. Basic Attacks
• Light attack (1 action): Make an attack roll.
Free and limited Actions On hit: [D] + fray. Miss: fray
• Heavy Attack (2 actions): Make an attack
Some abilities take Free Actions. These abilities roll. On hit: 2[D] + fray Miss: fray
don’t take an action slot to use and must be used • If you roll a total result of 20+ on any attack,
on your turn, but still follow the No Repeats rule. your attack is a critical hit and deals +[D]
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in ICON are heroes - their blows usually strike • Characters don’t grant cover by default
their mark.
Damage
Let’s break down attacks a little more: Damage in ICON is based on job and has two
values, fray damage, and a damage die [D]
Targeting and Range
• Damage dice depend on class, such as 1d6, 1d8,
You can only make attacks against foes in range or 1d10, and are written as [D]. When that
and line of sight, unless specified. Range can be symbol shows up, roll the die to see how much
measured in any direction, including damage you do. When this is written, like 2[D]
diagonally. or 3[D], roll that many dice (so 2 for 2D and 3
for 3D)
Attacks can be either ranged or melee. • Fray damage is a fixed value. When you deal
• For ranged attacks, a target must have at least fray damage, deal the damage listed, (you don’t
1 space of its area within the listed range of the need to roll anything!), or add it to the total. All
attack to be a valid target. Make ranged attacks attacks usually deal fray damage, hit or
with +1 curse if there’s a foe adjacent to miss.
you. Ranged attacks also care about cover. • Sometimes abilities deal flat damage, like 1 or
• For melee attacks, a character must be 2, in which case deal the damage listed.
adjacent to be in range for an attack, unless a • Some damage is listed as X damage, Y times.
higher range is specified. Melee attacks ignore For example: [D] damage, 3 times. In this case,
cover. roll [D] once, then apply the total damage three
• Adjacent means within 1 space in any direction, separate times. Generally this damage is weaker
even diagonal, and even if that space is higher or against armor and tends to be more random.
lower
• Characters get terrain advantage: +1 boon Bonus Damage
against targets standing on lower terrain than If an ability lets you increased damage, it will
them, and ranged attacks gain +1 range for usually grant you bonus damage. If you deal
every level of height. If a character attacks a bonus damage, roll 1 more die than normal and
target on higher terrain, get +1 curse instead. pick the highest total result. For example, an
attack that deals [D] normally, you would roll 2
Line of sight means you can see and interact dice (1 base, 1 from bonus damage) and pick the
with the character. This is pretty self explanatory highest 1. For an attack that deals 2[D], you would
but has more specificity in the advanced combat roll 3 dice and pick the highest 2, etc.
section.
Fray damage or any damage with a fixed value
Cover and Line of Sight cannot be increased by bonus damage.
All terrain, characters, and objects in ICON have
height, from 1-3. Player characters are size 1, but Critical Hit
other characters such as monsters can be larger or
smaller. A critical hit triggers on any total attack roll
• If character is behind and adjacent to a space of of 20+, or from certain abilities. If you roll a
terrain or an object the same height as it, it can critical hit or gain it from other sources, increase
draw line of sight to other characters past that damage by +[D].
terrain, and other characters can draw line of
sight to it, but it gains cover from them. Any This effect doesn’t stack, and if you get a critical
character in cover gains resistance to any hit again, gain bonus damage instead for each
ranged attack, halving damage. time past the first.
• If a character is behind and adjacent to terrain
or an object that is higher than it, it cannot draw A critical hit still counts as a hit for anything that
line of sight to any characters past that terrain, relies on hitting.
and those characters can’t draw line of sight to
it.
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Save
Some attacks or effects require a save from the
character they target to avoid some nasty effect,
like extra damage or a status. To make a save, roll
1d20. On an 10 or higher, you save successfully,
usually ignoring the effect.
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Area of Effect (AoE) (such as a save) to the whole area, and don’t have
Some attacks and abilities specify an area of effect attack spaces.
(AoE). If that’s the case, you can target any
character or any unoccupied space on the ground Ranged area of effect attacks still count cover
in range, including allied characters. Area of effect and still suffer from +1 curse on the attack roll if a
attacks have an attack space and area effect foe is adjacent.
spaces.
• For a character in the attack space, make an AoE patterns
attack, with a to-hit roll, and apply the attack
part of your ability. Most AoEs have a listed pattern, sometimes
• For a character in the area space apply the listed combining the two. Unless specified, the origin
area effect. space is the ability owner.
• Some AoEs have additional effects. If so, apply • Line: A line of X spaces long, with at least 1
them to all spaces. space adjacent to the origin space, drawn in a
This might mean that an AoE attack doesn’t cardinal direction from the origin space (can’t
actually end up having an attack component and be drawn diagonally or start in a diagonal space,
doesn’t make any to-hit rolls (you can target it so must be drawn straight away from origin).
that only area spaces hit characters), so choose Attack space is any character in the area.
your targets carefully! • Blast X: A central space, with x spaces around
it in every direction, placed in the range listed
Some non-attack abilities might trigger area from the origin space. Attack space is the
effects by themselves. They merely apply effects central space.
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• Close blast X: A blast that must be placed so Each ability can only be taken once per turn,
that at least one space of the total area is and only one attack can be made per turn.
adjacent to the origin space.
• Arc X: X contiguous spaces, with at least one Abilities have an action cost, a listed range, and
directly adjacent to the origin space. If it has a might have tags, indicating special properties
listed range, can be placed in range. Spaces (such as inflicting a status or dealing damage), or
must be drawn sequentially, in orthogonal the type of ability they are. These tags are all listed
directions, and cannot overlap, but otherwise in the job descriptions and in the advanced
can be placed in any pattern. Attack space is the combat section. Non-attack abilities can only be
final space. used on specified character in range and line of
• Cross X: X spaces in every orthogonal sight (the same rules as attacks).
direction, drawn from a space in range. Attack
space is the central space. A character can only take 6 available abilities and
one limit break with them on any given
If the ability has a range, the origin space can be expedition, even if they’ve learned more abilities.
placed anywhere in that range, and the ability They can swap them out before each expedition if
can affect the caster, so be careful! they choose, so some characters may choose to
have a larger tool kit available to them.
Attacks without a listed range cannot be placed so
that they overlap the origin space. Targeting
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Some effects apply a mark or a blight instead. Like they sound, interrupts have a trigger which
• A mark is a more powerful ongoing effect that interrupts any action currently being taken, and
is unique to each job. then immediately apply effects.
• Blights are similar to statuses or marks but are
more elemental in nature. Any character that’s Delay effects
suffering from a blight is blighted and takes
bonus damage from any ability that deals that Some very powerful effects are powerful but slow.
blight again. For example, a frostbitten When you use a delay effect, your next turn must
character will take bonus damage from any be a slow turn. At the start of that turn, the effect
ability that inflicts frostbite again. takes place.
• Blights and marks cannot be saved against
passively, and require abilities or special
conditions to clear. Marks also end if the Resolve and Limit Break
character placing them is defeated.
Limit breaks are the most powerful abilities in
A status with a ‘+’ next to it is ongoing (example: ICON. Every character unlocks limit break at level
winded+, dazed+). Ongoing statuses cannot be 2.
removed until whatever is causing them is lifted
(sometimes a mark or ability) and are usually Limit breaks are abilities (with an action cost, etc)
caused by an ability you used yourself. that may or may not be attacks, and don’t count
against number of abilities taken. All Limit Breaks
random d6 cost a unique resource, called Resolve, to use,
and a character can only limit break once per
Some abilities ask you to roll a random d6 to see if combat.
an effect occurs. If that’s the case, it occurs on the
listed number or higher (4+ effects would happen Resolve is split into two pools, party and
on a 4, 5, or 6 for example). personal resolve. Party Resolve goes up by 1 at
the start of each round in combat, and depletes to
0 after combat ends
Special States
Personal resolve is gained at a rate of 1 after every
There are three special states that also can’t be
combat, and resets to 0 after you camp. You
removed and don’t count as statuses
might want to push on instead of resting in order
• Bloodied - When a character is at or under
to get the most out of your abilities.
50% HP, they are bloodied.
• Incapacitated - When a character is reduced
When you spend Resolve to use a limit break, you
to or below 0 hp, they are incapacitated and
can use any combination of party or personal
can’t do anything
resolve, but party resolve is shared between all
• Immobile - When a character is immobile,
members of the group, so any use of it must be
they can’t move in any way. However, other
used with the consent of your your team
characters can still shove or teleport them.
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Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.
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Interact (1 action): Interact with something on A player character that’s defeated also takes a
the map that takes more than a few moments, wound, which reduces their maximum hp by
such as pulling a lever, opening a heavy door, 25%. If they take 4 wounds, they instead die.
picking up a heavy object, etc.
Rescue (1 action): Help an adjacent defeated Healing
ally. They end the incapacitated state on
themselves and heal to full hit points, minus any Most healing in ICON happens outside of combat,
wounds they’ve taken. by camping (full heal).
Basic attack (1 or 2 actions): Make a basic
light or heavy attack If you’re below bloodied after combat, your
Whack! (1 action): Kick, punch, or throw character automatically heals to bloodied after
something from the environment. As an effect, combat is over.
deal 1 damage to a character in range 3.
Otherwise, in combat, you gain vigor, which is a
Off your turn shield that goes over your hit points. Damage goes
to vigor first, and it doesn’t stack - each time you
Some abilities give you interrupts, which are gain vigor, you must choose to either gain the new
abilities that trigger under certain circumstances vigor shield or keep the old one.
and ‘interrupt’ whatever is going on. Each
interrupt can only be used a certain number of Victory
times a round, and you can only use one
interrupt on any turn (either your own or By default, when all characters of one side have
another characters). been defeated, the other side can claim victory.
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flying characters exempt from this rule if the edge Cure - A character that’s cured can immediately
is a cliff or hole. Since having a hazard of this type clear a status or blight. Then, if that character is
greatly effects combat flow, it’s always an optional bloodied, they gain vigor 1.
rule. Combo - Actions with Combo have two versions,
a base version and combo version. When you use
Terrain Effects and created terrain a base combo action, the next time you use any
Terrain effects are special effects created by combo action, it uses its Combo version. When
some abilities. They overlap any currently existing you use a Combo version of any combo action, the
terrain. next combo action uses its base version.
Cover - If a character has cover from a ranged
Some abilities create terrain. Terrain can be attack, it is resistant to that attack, halving all
created in any free space that’s lower than height damage.
3, and adds on to the height of any existing [D] - Your class’ damage die.
terrain. Otherwise, created terrain follows all the Dash - Special movement that ignores
rules for existing terrain. engagement.
Delay - Slow but powerful effect. When you use a
delay effect, your next turn must be slow. The
Combat Glossary effect occurs at the start of that turn, before
anything else happens.
Fray damage - Fixed damage. Usually added to
There are more details on combat in the advanced
all attacks on hit or miss.
combat section, including detailed explanations of
Immune to X - Not affected by X in any way. A
action order.
character that’s immune to damage or effects
doesn’t even count as taking them.
You don’t need to memorize all these specific
Mark - Place your mark on a specific character.
rules - they are placed here for your convenience
You can only place one mark at a time on each
(these rules are the rules used by every single
character and each unique mark can only be
job!). The most relevant rules are summarized
active once at a time. If you place a new mark on a
with each class..
character with a mark from you, you can choose
which to keep or which to discard. Marks end
Combat Concepts
when the character that placed the mark is
defeated, or under other conditions.
Armor X - Reduce all damage taken by X Obstruction - A character can’t move through
AoE - Area of effect, usually has a specific something that causes obstruction. By default this
pattern. Only one space in an area of effect is the means foes and terrain.
attack space and requires a roll, the others apply Power Die - Some abilities will grant you a
area effects automatically. power die, and tell you to tick it up or untick it
Aura X: This ability is a continuous, ongoing depending on certain conditions. You can use a
effect that affects all characters within range X of physical die to represent it, or just a tracker. Each
a character, including that character. Characters power die is unique to the ability that granted it.
are only affected by an aura while inside Gain power dice at 1 tick, and if a power die ticks
Auto-hit - This attack doesn’t require an attack to 0, discard it.
roll but automatically hits. Auto-hit attacks Resistance - Take 1/2 damage, rounded up.
cannot critical hit. Shove X - Move a character involuntarily X
Blessing - Certain abilities give characters a spaces in a straight line away from you. If they
Blessing token. A character can spend an action would move into another character’s space or an
and a blessing token to cure themselves. All object, they Collide and stop. Colliding triggers
Mendicant jobs also have different ways to use some abilities or traits. A collide effect can only
blessings tokens. All blessings are discarded at trigger once per round on each character.
the end of combat. Slay - An effect that triggers when this action
Charge - When used on a slow turn, this ability reduces a character to 0 hp. Can only trigger once
becomes more powerful. per ability.
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Slow Turn - Go after all other characters. If Winded - Cannot teleport, dash, or fly.
multiple characters take slow turns, it takes the Vulnerable - All damage taken increased by 1
same order as regular turns (ally/enemy/ally)
Stance - Ongoing effect. A character can only Special states
have one stance active at a time and can drop a Bloodied - At or under 50% hp
stance by taking a new stance or as a free action at Immobile - When a character is immobile, they
the start of their turn. When a stance refreshes, can’t move in any way. However, other characters
regain its effects. can still shove or teleport them.
Summon - A character controlled by its Incapacitated - Immobile, can’t take actions,
Summoner. Abilities that target allied characters interrupts, movement, or use abilities. Characters
cannot target summons unless specifically that are defeated are incapacitated by default.
mentioned. Summons have a summon action
that they use on their summoner’s turn, or a Ongoing Statuses (+)
summon effect that is always active, but Ongoing statuses cannot be purged, removed, or
otherwise don’t take actions or movement on their avoided (for example, by becoming sturdy or
own. By default, summons are size 1, have defense unstoppable).
equal to their summoner’s, VIT equal to their
summoners, and HP equal to their summoner’s
Positive effects
VIT. When reduced to 0 HP, they are removed
Counter - Each time a foe deals damage to you
from the battlefield instead of becoming defeated.
with an ability, deal 2 damage back.
They are also removed if their summoner is
Defiance - Prevents hit points from being
defeated.
reduced past 1 hp. When this triggers, remove this
Teleport - Instantly move to a free space within
effect and character becomes immune to all
range X. You can teleport even if your speed is 0.
damage for the rest of the current turn.
Terrain effect - Something that creates or
Divine - Damage from this ability ignores armor,
modifies the terrain spaces on the battlefield.
resistance, defiance, and bypasses vigor
Dodge - Immune to all damage from misses,
Blights successful saves, and area effects.
The Blights are Burning, Electrified, Poisoned, Evasion - Roll a d6 when targeted by an attack.
and Frostbite. A character affected by a particular On a 4+, the attack automatically misses. Check
blight takes bonus damage from any ability that before the attack roll.
would deal that blight again. For example, a Flying - A flying character ignores all terrain,
burning character would take bonus damage from objects, and terrain effects other than impassable
any ability that inflicts burning. Abilities may gain terrain, and ignores engagement and obstruction.
additional powerful effects against blighted Intangible - Can be targeted, but immune to all
characters. damage, immobile, and statuses. Doesn’t cause
obstruction or engagement.
Statuses Phasing - Can ignore obstruction and pass
Blind - Max range of all abilities is 2 through, but not end your turn in, terrain, objects,
Dazed - +1 curse on attack rolls. or characters.
Hatred of X- When taking actions against a foe, Pierce - Ignores armor.
must include X character as a target for the action Regeneration - Gain vigor 1 at the end of your
to be valid, as long as that character is in line of turn
sight and in range 3 of either you or your target. Skirmisher - Can move diagonally, and dash is
Pacified - Character deals half damage. Breaks full speed
on taking damage from an ability. Stealth - Cannot be directly targeted except from
Shattered - Character cannot gain or benefit an adjacent space. Breaks on using any ability
from vigor other than dash.
Slow - Must take slow turns Sturdy - Immune to shove, daze, and stun
Branded - Attackers gain +1 Boon against this True strike - Ignores dodge, blind, evasion, and
character stealth
Stunned - Take 1 less action next turn, then Unstoppable - Immune to all statuses. Can’t be
clear this status at the end of that turn. immobilized, shoved, or teleported by foes.
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Intangible characters don’t cause obstruction or Dodge is a potent combo with Evasion because it
engagement, though characters can’t end their allows a character with Evasion to ignore missed
turn sharing their space. attacks completely and also take no damage from
AoE spaces which can go through evasion.
Valid spaces for summoning or
teleporting Immobile
For a space to be valid for summoning, Any immobile character can’t move. That includes
teleporting, or creating objects, unless specified it regular movement, dash, fly, or teleport. They can
be both shoved or teleported around by other
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Winded
Winded characters can’t use special movement at
all that allows them to dash, fly, or teleport. They
can still use abilities that have a dash, fly, or
teleport as a part of the ability, but can't take the
movement. They can take a standard move, but
can’t fly or dash during it. Characters that having
the flying trait or that teleport are forced to move
normally.
Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a d6 or a coin can be useful).
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JOBS
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STALWART 95
Bastion 97
Colossus 109
Knave 116
VAGABOND 121
Fool 124
Freelancer 129
Shade 134
Warden 140
MENDICANT 146
Chanter 148
Harvester 155
Sealer 161
Seer 168
WRIGHT 173
Enochian 175
Geomancer 184
Spellblade 190
Stormbender 196
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Choosing your job At level 4 and 8 you will get the opportunity to
pick up a new job and an ability from that job, or
To make the tactical combat part of your character keep the same job and get an extra mastery.
at level 0, pick a Job and two abilities from your
job. You get all the traits or actions from your ABILITY LIMITS
class (basically a meta-job, of which there are 4),
plus the traits from your job itself. You can only take at most 6 abilities into any
expedition, though you can change these out every
If you’re unsure about which abilities to pick, pick expedition.
the first two abilities listed, you’ll have plenty of
opportunities to choose others. Traits and Limit Breaks
Your traits are unique passive abilities or unique
Improving actions that you get from both your job and class.
Your traits and Limit Break are unique to your
After you play your first session, you’ll level up to active job only, so think carefully when selecting
level 1, unlock your limit break, and choose a your jobs.
new ability.
Talents and Masteries
Every level at 5 and 10 xp, during a camp,
interlude, or at the end of any session you
All abilities have 2 talents that can be unlocked
can choose a new ability from one of your jobs
to improve them instead of taking a new ability at
or unlock a talent for an existing ability. Talents
5 and 10 xp. Talents can be unlocked in any order.
are improvements to abilities that can be taken in
Abilities and limit breaks also have Masteries,
any order.
which can only be unlocked by getting a mastery
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Some foes are also limited by chapter, with more Relics can be enchanted weapons, armor, jewelry,
complex or powerful foes limited to later chapters. cloaks, figurines - something cool and significant
to your character. There’s a suggestion for each
Relic as to the form it takes, but this can be loose.
NEW JOBS
It’s up to the player to decide what piece of their
gear turns into a relic. It could be something they
When you level up, you will eventually get the
found on the last expedition, something they
opportunity at level 4 and 8 to pick up another
pulled from a ruin, something they’ve had since
job. This allows you to swap from Expedition to
childhood, or something they are working on
Expedition to different jobs as needed.
creating themselves. They don’t have to take any
action to receive the relic, but will have to work on
When you embark on an expedition, you must
it by infusing Dust into it to unlock it’s benefits.
decide which job is your primary job. You only
get the traits and limit break from your
You can find the full list of relics on pg. XX, in
primary job (both class and job traits).
the Book of Adventure. Characters can take any
relic they like when they acquire one.
You can mix and match abilities from your other
jobs as you wish, as long as you take at most 6
Relics have three ranks of power. They start with
abilities, and at least half your abilities
one rank unlocked and provide powerful bonuses
(rounded up) match the same class as your
to a character in combat, no matter what job they
primary job. You can use the color as an easy
currently have. Each further level gives increasing
reference.
benefits.
For example, if your jobs are Bastion, Demon
Slayer, and Spellblade, and your primary job is Invoking relics
Bastion, you can take up to 6 abilities, but at least In combat, some relics have abilities that can be
half of them must be Stalwart (red) abilities invoked for a powerful effect. Invokes have three
(Bastion and Demon Slayer), so you could take types:
any number of Demon Slayer abilities, but no - Attack Invoke: When you make an attack, if
more than 3 Spell Blade abilities. the die used for the attack roll is a certain
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack
Choosing the same job roll. For example, in an (Attack, 15+) invoke,
you could invoke the relic’s power when you
At level 4 and 8, it’s possible to forgo unlocking a make any attack roll and the die is 15 or higher.
new job entirely. If you choose one of the same If you wouldn’t make an attack roll, such as an
jobs you already have, you gain a mastery point, auto hit attack, roll a d20 anyway to check.
allowing you to focus more on specializing in one - Gambit Invoke: An invoke that can be
or two jobs. triggered under the listed conditions, but only
once per combat. For example, an invoke that
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11 3
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STALWART
Weapon master and unparalleled soldier
Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low
Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.
Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Vigilance, which makes it much more risky for characters to move
around them. They also easily gain Sturdy, making them resistant to being shoved and totally immune to
being dazed, or stunned, and can in turn Shove their foes, knocking them around the battlefield.
Stalwarts are strong against skirmisher foes and weaker against artillery foes.
Armor 3
Reduce all damage taken by 3
Class Statistics
VIT: 10
HP: 40
Defense: 5
Speed: 4 (Dash 2)
Fray damage: 4
Damage die: D6
Basic Attack: Melee, or Ranged 2
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Bastion
Proud and Unbreakable Knight
The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.
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SHIELD SLAM
Abilities Heavy Melee Attack
Talents: Talents:
I. Effect: If your target collides, they release an I. If you’re bloodied, increase all shoves from
explosion, dealing fray damage to all adjacent this ability by +1
characters. II. Effect: If you pass through 2 or more
II. Effect: Shove all adjacent characters to your characters with any part of this move, cure
target’s final position 1 space away from them. yourself.
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Mastery: IRONSKIN
Chapter 2
When Living Fortress ends, keep unstoppable
until you take at least 1 damage to hp (damage to PERSEUS
vigor or fully reduced by armor does not count) Interrupt 1
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Talents:
I. If you trigger Horn Breaker 1 or less times in a
round, cure yourself at the start of your next
turn.
II. If Horn Breaker triggers 3 or more times in a
round, your foe gains hatred of you
Chapter 3
Black Rock Vanguard: You can take two
interrupts per turn.
GREAT GIORGIOS
Interrupt 1
Talents:
I. Dazed characters also take fray damage from
this interrupt
II. If you haven’t taken a turn this round,
increase the range of this interrupt to 6
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Demon Slayer
Wielder of Forbidden Arts
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Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.
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Talent:
Abilities: I. If you end your turn adjacent to your thrown
weapon, gain vigilance 1
DEMON CUTTER II. Effect: When you pick your weapon up, shove
Light Melee Attack all adjacent foes 1
Line 3, True Strike, Combo
Mastery: SINGING BLADE
You slash your weapon in a deadly swing If you choose, your weapon automatically returns
sending cutting shockwaves out that rip through to you at the start of your next turn, hurling
enemy defenses. through the air. Foes within range 2 of you are
Attack: On hit: [D]+ fray. Miss: fray. Effect: Foe shoved 1 in any direction and take 2 damage as it
is winded. circles around you, then you pick it up.
Area effect: Fray
Heroic: Increase or reduce the size of Demon DRAKEN CROSS
Cutter or Demon Splitter by 2 Heavy Melee Attack
Cross 2, range 2, Combo
Combo: DEMON SPLITTER
Change effect area to Arc 3 Fill the air with the flurry of blades.
Attack: On hit: 2[D] + fray. Miss: fray.
Talent: Area effect: Fray
I. Charge: Ability gains range 2 Charge: Increase areas of effect by +2
II. Effect: If you catch 2 or more foes in the area, Heroic: Dash 2 and repeat the area of the attack,
cure yourself after this ability resolves. applying only the area effect. This ability can’t hit
the same character more than once.
Mastery: BLOODY SWATHE
Effect: After the attack resolves, all characters in Combo: ROYAL CARVE
the area take 2 damage once for each character Becomes range 2, Arc 4
caught in the area.
Talent:
COMET I. If this ability only catches one character in its
1 action, Line 3 area, it deals bonus damage.
True Strike II. If you’re bloodied, increase this ability’s range
by +2
Your weapon becomes like a meteor, burning
through the air as you smash it into the earth Mastery: WICKED WEAVE
Effect: You hurl your weapon in a line 3 area Gain the heroic effect for free. If you use this
effect, dealing fray damage to characters it passes ability as a heroic, take the heroic effect twice.
through. Place your weapon at the end of the line,
or as close as possible. Your weapon becomes a WEAPON VAULT
height 1 object, but while it’s out you cannot Free action
attack. When you move into an adjacent space or
start your turn there, you may pick the weapon Use your great weapon as a vaulting pole, and
up, ending this effect. It’s also picked up if your soar into the sky.
weapon is removed or un-summoned for any Effect: Fly to any space next to an adjacent
reason. Any characters standing on your weapon character. That character is shoved into the space
when you pick it up are shoved 1 to the side of you just left, then shoved 1. Weapon vault can’t be
their choice. used on any turn you attack, and you can’t attack
Effect: At the start of any of your turns, you may on any turn you use weapon vault.
teleport adjacent to your weapon as long as you’re Heroic: You may dash 1 before and after Weapon
in range 3. Vault triggers.
Heroic: Increase the effect area to line 6 instead.
Talent:
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I. If you’re bloodied, shoved foes are also dazed Royal Guard stacks twice. When it refreshes, add 1
II. Charge: character is shoved into the space you stack.
left, then shoved 3.
Time to end this. Sever Divinity and cut through the threads of
End your turn. Your next attack slams your foe possibility. Pour all your rage into one blow and
with incredible force. That attack deals bonus topple the Gods.
damage, and your foe becomes stunned on hit.
Charge: Your target also becomes winded End your turn, and start charging up a god
Heroic: You can dash up to 3 spaces before cutting blow. Delay: Your next turn must be
releasing the overkill attack. slow. At the start of that turn, you may take one of
the following options:
Talent:
I. While holding Overkill, you can dash 1 space • Sever Divine Thread: Swing your weapon in
as an effect after taking damage from an a line 5 area effect drawn from your position.
attack or ability Characters in the line take damage depending
II. Your Overkill attack also gains true strike on their position on the line.
• 1 space: 100% of max hp
Mastery: BRAVER • 2-4 spaces: 50% of max hp
When you take Overkill, you are unstoppable and • 5+ spaces: 25% of max hp
gain vigor 1. Lose this vigor and effect at the end • Divine Cancel: You may cancel this ability,
of your next turn, or after you attack. refunding the resolve cost and dashing 2. You
can limit break again this combat.
• Divine Delay: You continue to hold this
ROYAL GUARD
ability. Your next turn must be slow and repeat
1 action, Stance
this delay effect. Each time you do this, increase
the width of the line by 1 space on either side (so
Bat aside every strike at you with supernatural
1>3>5), and its length by 3 spaces. You cannot
precision.
attack while holding Divine Delay.
Stance: When you take this stance or when it
refreshes, the next time you take damage from a
Legend characters always take 25% of max hp
foe’s attack, gain resistance to all damage from
from this ability.
that attack.
Refresh: When you end a turn, refresh this
stance if you didn’t attack. Mastery: DASH CUTTER
Heroic: Also gain counter until the end of your While holding a God Cutting Blow, you are
next turn. unstoppable and can dash 1 at the start of each
turn that passes after yours, or any time after you
are damaged by an ability.
Talent:
I. When you reduce damage with Royal Guard,
your next attack deals bonus damage Chapter 2
II. While you’re bloodied, roll a d6 after Royal
Guard activates. On a 5 or a 6, refresh it for
free.
SIX HELLS TRIGRAM
1 action, delay, terrain effect
Mastery: DEMON SKIN
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Talents:
I. Also increase the effect of any line or cross
effects by +2 in Breeze Cutter
II. The first melee attack you make after taking
Breeze Cutter has +4 range instead.
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Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.
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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.
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DROPKICK
Abilities 1 Action
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Talents:
I. If you’re bloodied, increase the starting shove
by +2
II. Fly 1 before or after taking Gigaton whip
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Chapter 3
True Titanblood: Gain resistance and
unstoppable at 25% hp or lower.
BOILING BLOOD
Interrupt 1, stance, power die
Defy Death
Trigger: You take damage that would reduce you
below 1 hp.
Effect: Immediately enter this Stance. In this
stance you are immune to all damage that would
bring you below 1 hp, including from the
triggering ability or effect. Set out a d8 power die.
Each time foe uses an ability that would damage
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Yeokin Colossus
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Thousand Isles Colossus Broken Mountain Colossus
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Knave
Absolute Bastard
The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.
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Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.
Relevant Rules
TRAITS: Counter - Each time a foe deals damage to you
with an ability, deal 2 damage back.
Martial Master: You can take two stances at Hatred of X- When taking actions against a foe,
once. must include X character as a target for the action
Blackheart: While you’re suffering from a to be valid, as long as that character is in line of
status, mark, or blight, deal bonus damage with sight and in range 3 of either you or your target.
all abilities and gain vigilance 1 at the end of your Mark - Place your mark on a specific character.
turn You can only place one mark at a time on each
Taunt (1 action): A foe in range 3 gains hatred enemy or ally and each ability can only place one
of you. This effect ends if you taunt a different foe mark. If you place a new mark on a character with
or until saved against normally. a mark from you, you can choose which to keep or
Spite: You can choose to make any ability Heroic which to discard.
when you use it. However, after it resolves, gain Stance - Ongoing effect. A character can only
Hatred+ of the closest foe to you until the end of have one stance active at a time and can drop a
your next turn and you can’t use Heroics again for stance by taking a new stance or as a free action at
the same duration. If multiple foes are the start of their turn. When a stance refreshes,
equidistant, you can choose. regain its effects.
Unstoppable - Immune to all statuses. Can’t be
immobilized, shoved, or teleported by foes.
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Abilities PROVOKE
1 Action
LOW BLOW
Light Melee Attack You drop your guard, and wait for foes to take
Combo, True strike the bait.
Effect: An adjacent foe may deal [D] damage to
Hit them right in the gronch. you. If they do, immediately deal [D] damage to
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe them and daze them. If they choose not to damage
gains hatred of you. you, they are stunned.
Heroic: Foe gains +1 difficulty on all saves until Heroic: Triggers on all adjacent foes
the end of their next turn
Talents:
COMBO: THE GAUNTLET I. You may inflict hatred on one enemy that
Gains range 2 and effect: Shove character 1 chooses to damage you
towards you, which could cause them to collide II. Shove any foe who took an attack against you 1
with you space after this ability resolves
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Dire Parry
Interrupt 1 While in Dark Knight, you have Aura 1. Foes that
end their turn in the aura gain hatred of you.
Trigger: A foe adjacent to you targets you or an
ally with an attack
Effect: That foe gains 1 curse on the attack. They Limit Break: MOCK
can choose to continue the attack or lose their 2 resolve
action. If they miss, you may immediately deal [D] 1 action
damage to them.
Refresh: Refresh this stance and regain this There is no weapon greater than a well-timed
interrupt when a foe hits you with an attack. and well-aimed insult.
Heroic: You may dash 3 before triggering A foe in range 3 becomes dazed+, winded+, loses
Riposte. and cannot gain evasion or stealth, and gains
hatred+ of you. These effects continue until they
Talents: deal at least 1 damage to your hp.
I. While you are bloody, your foe gets 2 curses
on the attack instead. Your are immobile but become sturdy, and gain
II. If riposte triggers and the attack hits, after it counter and resistance for the same duration. You
resolves gain vigilance 1 can end all these effects (on both you and your
foe) as a free action.
Mastery: FENCING
Refresh Riposte at the start of your turn. Uses of Mastery: TORMENT
Dire Parry can stack up to 3 times, and you can While mock is active, your attacks against your
bank these uses between turns. target also gain on hit: gain vigor 1
DARK KNIGHT
1 action, stance Chapter 2
You give into the heat of battle, becoming a
creature of violence and instinct.
INTIMIDATE
Stance: While in this stance: 1 action, Mark
• You gain hatred+ of the closet foe to you at the
start of your turn or when you enter this stance. Swatting interlopers out of the way, you make it
If multiple foes are equidistant, you may choose. your personal vendetta to make someone’s day
• You are sturdy as miserable as possible.
• Gain vigilance 1 at the end of your turns End your turn and Mark: Choose a foe at or
• You don’t lose vigilance charges at the start of further away than range 6. Each time that foe
your turns damages you or an ally with an attack or ability,
Heroic: Gain counter when entering Dark Knight you may dash 2 towards them as an effect. This
until the start of your next turn. effect can trigger multiple times a turn. You may
Refresh: You may refresh or exit this stance at phase through characters with this dash, and if
the start of your turn you do, you may shove them 1 to either side.
Effect: If you start your turn adjacent to your
marked foe, they become stunned and this mark
Talents:
ends.
I. You may dash 2 towards your hated foe at the
Heroic: Choose a foe at or further away than
start of their turn
range 3
II. While in this stance, when foes trigger
vigilance you may also shove them 1, no
matter the distance Talents:
I. While adjacent to your marked foe, they have
+1 curse on attacks.
Mastery: INFECTIOUS HATRED
II. Characters that are shoved out of the way by
this ability take fray damage
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Talents:
I. If you’re bloody, increase all shoves from this
ability by +1
II. Charge: Character also becomes winded.
Chapter 3
Smother Hope: You have aura 1. Foes suffering
from hatred in the aura get +1 curse on saves.
BLEAK MERCY
Heavy Melee Attack
Talents:
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VAGABOND
Rogue, Scoundrel, and Blade for Hire
Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium
Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.
Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Stealth, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged enemies and avoid
their counterattacks.
Vagabonds are strong against artillery foes and weaker against heavy foes.
Special Mechanic:
Class Traits:
Skirmisher Finishing Blow
A character with this trait can move diagonally
and dash at full speed When you attack a bloodied foe, you score a
finishing blow, dealing bonus damage.
Dodge
Immune to all damage from missed attacks, Your abilities with a Finishing Blow effects gain
successful saves, and area effects. more powerful effects if their primary target is a
bloodied foe, even if they are not an attack. Effects
depend on the action.
Class Statistics
VIT: 6 Vagabond Gambit:
HP: 24 If you take a Vagabond Ability as a non-Vagabond
Defense: 12 class, you get Finishing Blow.
Speed: 4 (Dash 4)
Fray damage: 3
Damage die: D10
Basic Attack: Melee, or Ranged 4
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Fool
Masked Avenger
Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.
Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.
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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
TRAITS: Aura X: This ability is a continuous, ongoing
effect that affects all characters within range X of
Tumbling: You may phase through characters. a character, including that character. Characters
Moving up elevation costs 0 extra movement for are only affected by an aura while inside
you. Auto-hit - This attack doesn’t require an attack
Curse the Eyeless: You have evasion against roll but automatically hits. Auto-hit attacks
blinded or slow characters. cannot critical hit.
Cheap Trick: Effect: When an attack misses you, Charge - When used on a slow turn, this ability
you may deal 1 damage to your attacker, then becomes more powerful.
teleport 1 space in any direction Critical hit - Increase attack damage by +[D].
Stack Dice: When you score a finishing blow, Divine - Damage from this ability ignores all
gain a Stacked Die. You can use this die as an armor, resistance, defiance, and bypasses vigor
effect to make any random d6 you roll as part of Intangible - Can be targeted, but immune to all
an ability to become a result of 6, consuming it. damage, immobile, and statuses. Doesn’t cause
You can only hold on to one Stacked Die at once, obstruction or engagement.
and lose all of them at the end of combat. Phasing - Can ignore obstruction and pass
through, but not end your turn in, terrain,
characters, or both.
Slay - An effect that triggers when this action
reduces a character to 0 hp. Can only trigger once
per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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A character can’t use pole trick on a character Bring out the fireworks. Fire up the elden magic.
using pole trick. Time for a showstopper.
Effect: Target a line area of 1d6+3 spaces, with a
Talents: maximum of 9 spaces. Teleport adjacent to the
I. If Pole Trick ends on your turn, if there’s first foe in that line, then deliver a killing blow,
another character in range 2, you may dealing divine damage. This ability has different
immediately teleport to their space and use effects depending on their position on the line.
Pole Trick on them.
II. If you Pole Trick on an allied character, that Roll [D] + fray damage once, then apply it the
character gains the skirmisher trait while you number of times listed.
balance on them.
4 spaces: 1 damage. Inflict burning, refund
Mastery: TOREADOR resolve, and can use this limit break again this
While in Pole Trick, you can take your standard combat.
move, moving your target with you. For foes, this 5-6 spaces: x2, inflict Burning
counts as shoving them. 7-8 spaces: x3, inflict Burning
9 spaces: x4, inflict burning, and the character is
MUMMERY stunned.
Interrupt 1, Summon
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A snap of the finger summons the fool’s cross, the Mastery: FIVE FATE THIEF
mark of the Laughing God, writ in hellish flames. When the character is marked, the aura becomes
aura 3 until the start of their next turn.
The attack space of this ability is your choice of
one of the four ends of the cross.
Attack: On hit: [D]. Miss: -
Area effect: -
Talents:
I. If you catch 3 or more foes in the end spaces of
the cross, the attack is a critical hit
II. Charge: You may use as Cross 1, range 1
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Freelancer
Divine Punisher
Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.
Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They wield a bright metal six gun or long rifle with extreme skill, the bullets of which they
infuse with raw Aether. Each gun is a relic passed down from master to student over the years, and can
only be won in a duel with another freelancer. The freelancer’s ultimate weapon is the Astral Chain, a
holy gauntlet which they use to purge and bind demons and rogue spirits into their service as Seraphim.
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Relevant Rules
Traits Critical hit - Increase attack damage by +[D].
Mark - Place your mark on a specific character.
Aether Shell: Any attack made on the third and You can only place one mark at a time on each
sixth round of combat is a critical hit on hit. enemy or ally and each ability can only place one
Divinity Bullet: Your attacks against electrified mark. If you place a new mark on a character with
characters ignore cover a mark from you, you can choose which to keep or
Run and Gun: You can split up and interrupt which to discard.
any movement you make with ranged attack Slay - An effect that triggers when this action
abilities. reduces a character to 0 hp. Can only trigger once
Deadeye: Gain +1 Boon on attacks against per ability.
marked characters of any kind, even if they were Stance - Ongoing effect. A character can only
marked by another character. have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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DEUS EX MACHINA
Interrupt 1
Trigger: The end of any turn
Effect: Teleport up to 3 spaces towards the target
or teleport your target 3 spaces towards you.
Talents:
I. If the teleported character is bloodied, they
can be teleported 6 spaces instead.
II. You can also use this ability on foe’s
summons. If you do, it’s a free action.
Chapter 3
Divine Chamber: Your sixth round Aether Shell
also deals divine damage
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Shade
Nocturnal Assassin
Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is
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presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.
The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.
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Close blast 1
Abilities
From beneath a cloak, out from flying sleeves, or
hidden in coils of hair - infinite blades.
UMBRA Attack: On hit: 2[D] + fray. Miss: fray. Effect:
Light Ranged Magical Attack Foe is blinded and frostbitten.
Range 4, +1 boon Area Effect: fray
Finishing Blow: All characters are inflicted with
By the power of darkness. frostbite and take fray damage again.
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may teleport to any space within Talents:
range 2 of your target after the attack. I. Critical hit: You may repeat the area effect,
Effect: Inflict frostbite. targeting a different area if you wish.
Finishing Blow: Your foe is blinded Characters can only be affected once by a
single use of this ability.
Talents: II. If you’re bloodied, this becomes close blast 2
I. Critical Hit: You may swap places with your
foe, teleporting. Mastery: SHUKUCHI
II. Against a frostbitten character, gain a terrain You can teleport 3 spaces before and after using
effect: You may create icy difficult terrain in a this ability.
blast 1 area centered on your target.
WEEPING VEIL
Mastery: SCORPION TECHNIQUE
1 Action, stance
Umbra has the range of the battlefield against
blinded or frostbitten characters.
Draw down a veil of shadows to mask your
countenance. Harden your heart.
SHRIKE Stance: When you enter this stance, or when it
1 Action, Mark refreshes, gain stealth, and your next attack deals
bonus damage. After you attack, roll 1d6. On a
With the flick of a wrist, you hurl a spectral 4+, refresh this stance.
blade, marking your foe with an umbral seal. Refresh: Refresh this stance without rolling if
Mark: Flick a dagger at a character in range 4 you score a finishing blow.
and line of sight, marking that character and
dealing 1 damage. While marked, that character is Talents
frostbitten, and each time you teleport, if that I. Until you make your attack, you also ignore
character is in range 4 and line of sight from you, engagement, even if you lose stealth.
you flick a dagger at them, dealing 1 damage. II. You may also teleport 1 space before or after
the attack
Talents:
I. At the start of your turn, you may teleport to Mastery: CENTIPEDE TECHNIQUE
any space in range 2 of your target Increase the range of all teleports by +1 under the
II. While you have a character marked by Shrike, effects of weeping veil
your critical hits gain effect: Teleport 1
NOCTURNE
Mastery: TWINTAIL
Interrupt 1
You may throw an additional dagger at a different
foe, marking both. You may deal damage or
You capture a thin silver thread of spilled life
activate effects against one or both foes when this
force of a foe and use it to tear open a space of
ability activates.
night and cold.
Trigger: You trigger a finishing blow against a
DEATH BLOSSOM foe
Heavy Melee Attack
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Talents:
I. If you’re bloodied, Hollow can have up to 2
characters in it to be active.
II. While this stance’s aura is active, deal bonus
damage with all abilities.
Chapter 3
Umbral soul: Your shadow twin may count as
you for targeting purposes of allied abilities and
traits. Effects on the twin can transfer to you
regardless of distance.
INCUBUS
Light melee attack
Mark, +1 boon
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Umbra
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Warden
Friend to Beast and Bough
The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.
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Wardens are the keepers of the green kenning, the old ranger arts, that allow one to travel noiselessly,
hide in plain sight, live off the land, and become immune to even the most deadly of toxins. They are
solitary and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without
speaking the tongue of Kin for years at a time.
Relevant Rules
Traits Summon - A character controlled by its
Summoner. Abilities that target allied characters
Beast Master: At the start of every combat as a cannot target summons unless specifically
free action, or as an action thereafter, summon a mentioned. Summons don’t cause engagement,
beast companion in an adjacent space to you. The take turns, actions, or movement on their own
companion is a size 1 beast of your choice, and unless specified. By default, summons are size 1,
you can only have one of these companions at have defense and VIT equal to their summoner’s
once. and HP equal to 50% of their summoner’s max
Beast Companion hp. When reduced to 0 HP, they are removed
Size 1 from the battlefield instead of becoming defeated.
Summon Effect: You can mount or They are also removed if their summoner is
dismount your companion by spending an defeated.
action or your standard move. If you do, it
doesn’t move or act independently but moves, Aura X: This ability is a continuous, ongoing
flies, or teleports when you move, fly, or effect that affects all characters within range X of
teleport, sharing your space. If either of you a character, including that character. Characters
are defeated or shoved, this effect ends and are only affected by an aura while inside
you are placed into an adjacent space. While Flying - A flying character ignores all terrain and
mounted, your companion counts as adjacent terrain effects other than impassable terrain, and
to you, and when you attack an adjacent foe, ignores engagement and obstruction.
your companion can also deal fray damage to Phasing - Can ignore obstruction and pass
them. through, but not end your turn in, terrain,
Summon Action: If not mounted, your characters, or both.
companion can move up to 3 spaces on your Shove X - Move a character involuntarily X
turn, then either deal fray damage to an spaces in a straight line away from you. If they
adjacent foe or dash 3 spaces would move into another character’s space, or a
Guerrilla: If you end your turn adjacent to only piece of terrain, they Collide and stop. Colliding
allies or allied summons, you and all allies or triggers some abilities or traits.
allied summons adjacent to you gain stealth.
Ambush master: Your attacks from stealth
ignore cover and inflict poisoned.
Green Kenning: You and your Summons ignore
difficult and dangerous terrain
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Talents:
UNDERWAY I. While in the aura, allies also have evasion
1 action, stance against ranged attacks
II. You may also trigger the beast’s effect if it’s
You open the greenways to your allies, allowing damaged by a foe’s attack or ability.
them to step the branch-paths and cross
distances in an instant.
Mastery: LORD OF THE HUNT
Stance: When you take this stance, or when it
You can trigger the beast’s action whenever you
refreshes, you may create a leafy portal in a free
gain or lose stealth.
adjacent space. You can have up to 3 underways
active at once, and can choose which one to
replace when you create a new one. Chapter 3
Underway
Size 1 object
Deep Stealth: If you’re in stealth and gain
Object Effect: You and allies can use 1
stealth again, you gain deep stealth. While in deep
action or their standard move while adjacent
stealth, you cannot be directly targeted at all, even
to an underway to teleport to a free adjacent
from an adjacent space. You return from deep
space to any other underway, or adjacent to
stealth to regular stealth at the start of your turn.
you.
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GORGON
Light Melee Attack
+1 boon
Talents:
I. Bloodied characters take +1 curse on the save
II. If the foe moves and triggers the toxin, your
foe explodes with poison, also poisoning all
adjacent foes and causing all foes affected to
lose all vigor.
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MENDICANT
Wandering Healer and Storyteller
Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High
Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to down,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.
Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.
Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.
Many class abilities allow you to cure or bless as Blessings are not unique (they don’t ‘belong’ to a
part of their effects. character) and as long as a character has blessings
from anyone, they can use them for any effects
Shelter - Make all saves with +1 boon. that require blessing tokens.
Succor - Mendicants may use Rescue to bring up
a defeated ally at range 5 instead of adjacent.
Mendicant Gambit:
If you take a Mendicant Ability as a non-
Class Statistics Mendicant job, you gain this class’ Bless action.
Health: 10
HP: 40
Defense: 8
Speed: 4 (Dash 2)
Fray damage: 3
Damage: D6
Basic Attack: Melee, or Range 5
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AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside
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Chanter
Songweaver of the Great Chant
Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.
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The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its entertainment value as a mythic text. The
Old Church of the chroniclers has splintered into factions that mostly squabble over its meaning and try
to draw some angle from its numerous and sometimes contradictory adaptions into holy texts.
Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.
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You ring the bell of purity and a tone rings out Talents:
that soothes the peaceful and chastises the I. Charge: Increase blast size by +1 for
violent. A second ring from the bell shatters the Pandaemonium and increase range to 6 for
tone from the first, breaking open the earth. Purgatorio
Effect: Mark, electrify, and pacify a foe, then II. Electrified characters count as contiguous for
cure an ally in range 3 of your foe Purgatorio as long as they’re in range 2 of any
target.
Combo: HADES
Effect: Create a blast 1 area centered on your foe Mastery: DULCE PURGATORIO
marked by Holy, regardless of range or line of Pandaemomium/Purgatorio deals bonus damage
sight. and its area effects also count all characters inside
Attack: Autohit: Fray damage a pit on the battlefield.
Area Effect: Fray damage
Terrain effect: Create up to two pits in free FELICITY
space in the area. 1 Action
Effect: Inflict electrified. Characters suffering Combo, mark, range 5
from electrified already can be teleported 1 after
this ability resolves. You ring the bell of fleeting guardians, and an
ally feels their step lifted by invisible wings.
Talents Mark: Mark an ally in range. That character
I. If your Hades target is pacified, you may gains a blessing and can dash 2 as an effect.
increase area to blast 2 Whenever you use a combo version of an ability,
II. If you’re bloodied, increase Holy’s range to 8 your marked character can dash 2 as an effect.
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You sing of darkness and demons, and the the start of your next turn. Ranged attacks
strength of the soul. The note causes your allies’ gain +1 curse against characters in the area.
weapons to burst with aetheric energy. II. If you’re flying, increase the range of Dawn to
Effect: Until the end of your next turn, you gain range 2 instead of adjacent.
aura 1. Your attacks and the attacks of your allies
in the aura gain true strike and inflict an Mastery: BEACON OF HOPE
elemental blight (roll 1d6 when taking this After an allied character teleports to you with
ability). Dervish, you may fly 2 spaces as an effect in the
1 - Burning middle of the action, potentially putting you in
2 - Frostbite range of new allies. Defeated characters can be
3 - Poisoned rescued by Dawn before being cured and become
4 - Electrified sturdy for the rest of combat if rescued this way.
5 - Choose one
6 - Choose two SLUMBER
1 action
Combo: COMMUNION
Effect: Gain aura 1 until the end of your next A gentle trick, often used to help junior
turn. While in the aura, yourself and allies have chroniclers rest after difficult exams - but no less
immunity to the effects of marks and blights, and potent in battle.
cannot gain new marks or blights. Effect: A character in range 6 gains vigor 1, then
is pacified and becomes so sleepy that they gain
Talents: +1 curse on all attacks until the end of their next
I. Allis that end their turn in the Communion or turn. All these effects, including the vigor, end at
Chaos auras can end all blights. the end of their next turn. A foe can choose to save
II. Against bloodied characters, chaos’s effect to avoid these effects, including the vigor.
inflicts all blights.
Talents
Mastery: GRAN CHAOS I. Bloody foes don’t gain vigor from this ability.
Chaos may be used as a Stance. It refreshes Bloody allies are also blessed.
automatically at the start of your turn. When it II. Charge: Increase Slumber’s range to 12
refreshes, you may re-roll its d6.
Mastery: MORPHEUS
DERVISH Slumber also effects all characters in a blast 1 area
1 action centered on the targeted character. Allies can
Combo choose to be affected or not.
Combo: DAWN
1 action
Effect: Cure all adjacent allies. Bloodied allies
can end all statuses and blights.
Talents:
I. If you’re bloody, you release an aura 1 swirl of
winds around you when you take Dervish,
granting you and allies in the aura cover until
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Talents:
Limit Break: March of I. If you’re bloodied, increase this to aura 2
II. Bloodied characters that end their turn in the
the Saints aura gain defiance.
2 resolve
1 action, Stance Mastery: GENTLE PRAYER
When you enter this stance, or when it refreshes,
You sing of the deeds of the first heroes, from the you can choose to become immobile until the end
Doom. The Great Chant weaves around your of your next turn. If you do, the aura also grants
allies and transforms them into echoes of those resistance to all characters inside.
mighty heroes.
Stance: You begin weaving an epic song, a saga MONOGATARI
of legendary heroes. When you take this action, Free action
and when this stance refreshes, you may invest an
ally in range 5 with the power of one of the great Some chanters also study the Book of Ages, the
saints. Each saint must be chosen at least once great mythic chronicle of heroes from the time of
before it can be chosen again. The effect takes the Doom. This unorthodox text inherits some of
place immediately and lasts until the end of their their ability to sing the chant, granting it
next turn. tangible power.
Refresh: This stance refreshes automatically at Effect: Sing a short passage from the book of
the start of your turns. ages. At the end of your turn, roll 1d6 and consult
• Parzival: An allied character gains flying, cover the following table to see which tale you sing. The
from all directions, and inflicts electrified with song resonates in the air until the start of your
their attacks next turn. Allies that complete the described
• Leon: An allied character gains stealth, dodge, course of action from the song passage before
and the ability to move diagonally then, including you, are cured or blessed (they
• Angrboda: An allied character gains sturdy, may choose which).
and their attacks gain true strike and shove 1
• Farnese: An ally gains 1 blessing and +1 boon 1. A Tale of Fury: Slay or bloody a character
on all attacks and saves 2. A Tale of Travels: Move more than 5 spaces
from your starting point on your turn
Mastery: DIVINE INVESTMENT 3. A Tale of Green and Pleasant Times: Do
You also immediately gain the benefit of the not attack
chosen saint until the start of your next turn. 4. A Tale of Cunning: Use an interrupt
5. A Tale of Boon Companions: End your
Chapter 2 turn adjacent to an ally or allied summon.
6. A Tale of Triumph: Use an ability on an ally
GENTLENESS Talents:
1 action, Stance, End turn I. Allies that fulfill the conditions can also fly 1
II. When an ally fulfills a condition, they may
You radiate an aura of such powerful peace that pacify an adjacent foe.
all close to you, monster or man, find it
impossible to raise a hand in violence.
Mastery: JUBILANT WALTZ
End your turn and gain Stance: When you take
Every time you or an ally fulfills the condition, as
this stance, or when it refreshes, until the end of
an effect you may fly 1, then electrify and deal 2
your next turn gain aura 1. All characters
damage to an adjacent foe.
(including yourself) are pacified+ while in the
aura and cannot use attack abilities.
Refresh: You may refresh this stance if you take Chapter 3
damage from an attack or ability from a foe.
Gran Redempta (2 actions, 1/expedition):
Cure yourself and every ally on the map.
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CHASTISE
Light Ranged Attack
Range 6
Auto-hit: Fray
Effect: Choose either yourself or an ally in range.
Until the end of your foe’s next turn, if they
damage your chosen character with an ability,
they take [D] damage and are pacified after that
ability resolves. Whether this ability triggered or
not, this effect ends at the end of that turn.
Talents:
I. If you’re bloodied, you may choose yourself
and an ally in range
II. Your foe also gets +1 curse if they attack your
chosen character(s).
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Harvester
Arbiter of Life and Death
Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.
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Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.
Relevant Rules
Traits Bloodied - At or under 50% hp
Pierce - Ignores armor.
Mark of Tsumi: Your attacks gain on hit: After Regeneration - Gain vigor 1 at the end of your
the attack resolves, deal 2 piercing damage as an turn
effect to all foes marked by you, and bless all allies Slay - An effect that triggers when this action
marked by you. reduces a character to 0 hp or forces them to
Soul Cycle: When yourself or any ally attacks, surrender. Can only trigger once per ability.
you can consume any blessings in range 2 of that Summon - A character controlled by its
character to empower their attack. The attack Summoner. Abilities that target allied characters
gains pierce and bonus damage for each blessing cannot target summons unless specifically
consumed. If 3+ blessings are consumed, the mentioned. Summons don’t cause engagement,
attacks also becomes a critical hit on hit. take turns, actions, or movement on their own
Gardener of Kin: You can stack 2 marks on unless specified. By default, summons are size 1,
characters have defense and VIT equal to their summoner’s
Balance: Your attacks gain slay: cure all allies in and HP equal to 50% of their summoner’s max
range 2 of your target hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.
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gain cover from all directions and the area is When fruits are destroyed, they pop in a blast 1
difficult and dangerous terrain for foes. The area area effect. Yourself and allies in the area are
disappears if you use this ability again. blessed, enemies are poisoned and branded.
Effect: If a foe is defeated inside, increase the
size of the zone by +1, up to a maximum of 3. Any ROT
character can also extend it by voluntarily taking 1 action, combo, mark
damage equal to 50% of their maximum hp while
inside as a free action. Leaves shrivel. Hair Curls. Wounds fail to heal.
Mark: Mark a foe in range 5. That foe is poisoned
Talents: while marked, cannot gain vigor while marked,
I. The zone also grants dodge to affected allies and cannot end statuses except by saving against
II. All your summons become intangible while in them at the end of their turn.
the zone
COMBO: REGENERATE
Mastery: Hungry grove Mark: Mark an ally in range 4. While marked,
At the start of your turn, you can move the zone that character has regeneration. This effect and
up to 2 spaces, shoving any characters inside in mark ends if they take at least 1 damage to hp.
the same direction. This mark can be placed even if Rot is already
active.
GROWING SEASON
1 actions, mark, summon Talents:
I. Also gain regeneration while your ally is
Blow magical spores in the air, which are marked by regenerate
disturbed by the chaos of combat. Where they II. Rot’s target gains aura 1. Allies of the target in
fall, the fruit of life and death blooms. the aura cannot gain vigor.
Mark: Mark an ally or foe in range 5. While
marked, after that character ends their turn, Mastery: WILD GROWTH
summon a sprouting edenfruit in an adjacent When you cure any character, summon a vine
unoccupied space. thrall in a free space in range 2 of either your rot
Edenfruit or regenerate target. You can have up to 6 vine
Size 1, intangible thralls at once.
Summon effect: The fruit has a blessing Vine thrall
token on it. Yourself or allies that pass Size 1, 1 hp
through the space can pick up the blessing Summon Action: At the end of your turn,
token. The fruit is then destroyed. Foes that all vine thralls can move up to 4 spaces and
pass through the space destroy the fruit and deal 2 piercing damage to an adjacent foe as
token but are poisoned and branded. an effect.
Talents:
I. Foes that pass through a fruit must also save
or become pacified. Poisoned foes fail the
save.
II. Roll a d6 at the end of a marked character’s
turn. On a 5+, summon an additional fruit in
an adjacent space.
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A foe can end this effect and re-unite with their You cast out a handful of aether-feeding fungi,
soul by moving back into its space. It also snaps holy spores that grow into a ringed garden of
back to them if they are defeated. colorful and deadly mushrooms.
Terrain effect: End your turn and create a
Mastery: LUNAR BECKONING ring of mushrooms, a blast 2 terrain effect, within
At the end of any of your turns, as an effect you range 4. The ring can be created overlapping any
can teleport the soul to an adjacent space to you if terrain and underneath characters. While the ring
it’s in range 3 of you. is active, gain the following interrupt. The ring
lasts until the rest of combat or until this ability is
Chapter 2 used again.
Spirit Away
THORNWILLOW Interrupt 2
Free Action, Summon Trigger: A foe crosses the border of the fairy
ring or starts its turn on the border.
The holy plant of the Harvesters is a particularly Effect: Immediately teleport that foe 2
vigorous sort, a writhing animate vine that feeds spaces in any direction and brand them.
on blood, which it gets in plenty by lashing out
with whiplike branches. Talents:
Summon a thornwillow in range 4. I. Foes that end their turn in the ring are
poisoned. Poisoned foes cannot gain vigor
Thornwillow inside the ring.
Size 1, immobile, sturdy II. You can use Spirit Away on allies. If you do, it
Summon Effect: The willow can be blessed. doesn’t brand them.
At the end of any turn it has 3 or more
blessings, it blooms and you gain the Mastery: SPORE SHROUD
following interrupt.
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Chapter 3
DARK SLIVER
Light Melee Attack
Range 2, summon
Talents:
I. Charge: Increase all ranges by +2
II. When a character reunites with their soul,
they are branded.
Mastery: RECYCLE
If your target doesn’t unite with their soul sliver,
bless and cure any of your allies in range 2 of it
when it disappears.
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Sealer
Holy Judge and Purger of Evil
Traveling priests, monks, judges, and doctors, the Sealers roam the world from village to village,
performing necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in
most villages, and most perform the important function of traveling judge and medium, acting as an
impartial party translating for the will of the local spirits. They often travel with many blessed relics of
the deities of the land or even portable shrines on their back.
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In their other role, Sealers are legendary monster hunters and exorcists of unbelievable prowess and
unshakeable faith. Whenever an especially bad blight or an arch demon appears, the Sealers are usually
there to drive it back with ancient sealing magic, blessed brands, and flaming weapons.
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Attack: On hit: [D]+fray. Miss: fray damage. Swing your weapon in a flaming arc that sends
Effect: Inflict burning. Burning characters sprays of fire in bright displays, lighting up the
explode in a blast 1 area centered on them, dealing sky.
2 piercing damage to all characters other than Attack: On hit: 2[D] + fray and inflict burning.
you. Miss: fray.
Slay or Critical Hit: Bless all allies in range 2 of
Talents: your target
I. Critical hit: Gain counter until the end of your
next turn Talents:
II. Charge: Your foe explodes in a blast 1 area I. Critical hit: Allies in range 2 of your target
centered on them, dealing 2 piercing damage may teleport 1 space.
to all characters other than you. II. Charge: +1 boon on the attack and teleport 2
before making it.
Mastery: FISTS OF HEAVEN AND HELL
Add an alternate combo action. It gains all talent Mastery: Blood Festival
effects of this ability. The first time you hit with Matsuri in a combat, it
becomes a critical hit, and all its damage becomes
Combo: FISTS OF HEAVEN AND HELL divine.
Light Melee Attack
+1 boon JUSTICE
Interrupt 1, Combo
Attack: On hit: [D]+fray. Miss: Fray
Effect: Your foe is burning. If your foe is already Invoking the spirits of the land and air, you move
burning, bless all allies in range 2 of your target. at impossible speed, doling out blows faster than
the eye can see.
GRAND SEAL Trigger: You score a critical hit or slay a foe
1 action, Mark Effect: Teleport adjacent to every character in
range 2 of you in any order. Foes become burning,
Bind an enemy in an astral seal, condemning allies are blessed. Burning foes take fray damage
them and crushing them under the weight of instead.
their own evil.
Mark: A foe in range 4 becomes marked. While Combo: JUDGEMENT
marked, each time they use an ability that Interrupt 1
damages an ally of yours, they take fray damage. A Trigger: You score a critical hit or slay a foe
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Effect: All allies in range 2 are cured. Roll a d6 Effect: Burning characters get +1 curse on this
for each foe. On a 6, a foe is struck by a fiery bolt save
from heaven and takes [D] divine damage.
Talents:
Talents: I. Your ally can teleport 1 as an effect after being
I. Judgement’s roll becomes a 5+ for burning attacked
foes. II. Burning foes that end their turn adjacent to
II. You can teleport 1 space after triggering your marked ally take fray damage and are
justice or judgement but before applying the shoved 1.
effect
Mastery: SHROUD FROM HEAVEN
Mastery: GRAN JUDICATA This mark can be activated twice before it fades.
Add an alternate combo action:
Combo: GRAN JUDICATA
Interrupt 1 Limit Break: PASSAGE
Trigger: You score a critical hit or slay a foe
Effect: Cure every bloodied ally on the TO THE AFTERLIFE
battlefield. Deal divine fray damage to every non-
5 resolve
bloodied foe.
Heavy Melee Attack
Divine, +1 boon
SANCTIFY
2 actions You unleash the supreme Sealer war art,
inflicting ten thousand blows and shattering the
You throw out a handful of glittering salt, connections of your foe’s vital energy to their
scorching the spiritually impure. body, hurrying on the transmigration of
Terrain Effect: You scatter salt in a close blast 1 immortal souls.
area. Foes that end their turn in the area become
pacified and burning. Allies that end their turn in Attack: Roll [D]+fray, then apply it the listed
the area are cured. The area persists until you number of times.
take this action again or until the end of combat. On hit: Three times.
Miss: Twice
Talents: Critical hit: Five times
I. Charge: Becomes blast 1, range 4
II. Allied characters save in the area with +1 Effect: You may teleport adjacent to the target
boon. before the attack if they’re in range 3. Every allied
character in range 3 of the target can also teleport
Mastery: ELDEN SALT adjacent to your target. Your target then takes
Sanctify inflicts [D] damage, burning, and pacify additional divine fray damage from each adjacent
as an effect to hostile characters in the area when ally once.
you take this action
Mastery: REACH HEAVEN THROUGH
ENSHRINE VIOLENCE
1 Action, mark The teleport effect has the range of the battlefield
You place a holy seal over your ally, enveloping for both allied characters and yourself. If your
them in divine protection. target is at or under 25% hp, they take fray
Mark: Mark an ally in range 3. While marked, damage twice from each ally instead.
foes that attempt to use an ability against your
target must first save. On a successful save, they Chapter 2
can act normally. On a failed save, they don’t lose
the action but are unable to directly target that
ally for the rest of the turn, then this mark fades. GRAND BANISHMENT
1 action
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Mastery: HORSE AND OX SEAL This aptly named technique can be used to
When you take this ability, until the start of your deliver an extremely powerful blow - but
next turn, this effect also applies to any foe in aura focusing the body’s aether in such a way takes a
2 around you. long time to recharge.
Attack: On hit: [D]+fray and foe is branded.
SPIRIT SHRINE Miss: fray
1 action, Terrain Effect Effect: Inflict burning and electrified.
Effect: This attack is a critical hit the first time
Many sealers carry portable shrines to the local it’s used in a combat
spirits, adding on talismans, images, icons, or
offerings to whichever small god holds dominion Talents:
over the areas they travel through. In a pinch, I. The first time it’s used in a combat, you may
they can set these shrines down and beseech the teleport up to 3 spaces before using this attack
spirits for aid. II. Critical hit: Shove 3. Collide: Foe is stunned.
Create a shrine in a free adjacent space.
Shrine Mastery: BURIAL FIST
Height 1 object This attack is also a critical hit on hit if used at
Object effect: Aura 1. Allies in the aura gain round 5 or later.
+1 boon on attack rolls. If the shrine is placed
on top of another object, the aura becomes
aura 2 instead. Using this ability again
destroys any of your currently active spirit
shrines. If a shrine is destroyed, it reforms on
your back and can be placed again normally.
Talents:
I. Adjacent allies can pray at the shrine as an
action to cure themselves
II. Enemies treat the shrine’s area as difficult
terrain
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Sealer of Dark Wind Valley temple
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Seer
Fortune Teller and Master of Fate
The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.
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Through ritual, ceremony, and unrelenting practice, Seers gain the ability to predict and even defy a
person’s fate, using their Aether infused card decks to influence the turning of the Great Wheel and
empower their allies with foresight, precision, and uncanny accuracy.
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range 6 of you, you can cause a blade to fly out, I. You can choose to make the meteor check on
dealing fray damage to that character. only allied or enemy turns (pick one) when
you cast it. If you do, it checks at 5+
II. Also check for the meteor falling at the end of
DOOM
your turn.
1 action, mark
You crook a finger, and pull on the threads of Mastery: MOON SILVER PRINCESS
fate, casting an irrevocable curse. Create two meteors. A character can only be
Mark: Mark a character in range 6 with a magical affected by a meteor once a round.
card, which pulses with astral energy.
• At the end of any of the marked character’s GRAN REVERSA
turns, you roll a d6. On a 6, the card explodes in 1 action, stance
a blast 1 area effect centered on that character.
This becomes 4+ for frostbitten characters. Causality unmakes itself around you, as wounds
• A character can pass the card off to another heal instantly.
adjacent character as an action on their turn. Stance: Gain aura 2. While in this stance, the
The card deals bonus damage for each time it first time on a turn any character in the aura takes
was passed. If it’s passed at least twice, increase damage, roll a d6. On a 5+, they are cured
the blast size to 2. afterwards as an effect. This applies to foes and
• The card also explodes if the character is allies alike.
defeated. Refresh: This stance refreshes automatically at
the start of your turn.
When the card explodes, characters in the area
take [D]+fray and are branded Talents:
I. Allies gain a blessing if this effect triggers.
Talents II. Foes this effect triggers on are also pacified.
I. If you hit the target with a critical hit,
immediately roll for the card exploding. Mastery: MISERICORDIA
II. If a character is defeated while under the If a character or summon (foe or ally) in the aura
effects of Doom, the card may pass to a new is reduced to 0 hp, roll a d6. On a 5+, they
character of your choice in range 3 of the immediately gain and lose Defiance, triggering it,
defeated character. and are returned to 1 hp instead.
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This effect also extends to all characters in aura 2 I. If your ally is bloodied, they are also blessed
from you. after this interrupt resolves and may dash 2
II. If this damage would have reduced your ally to
0 hp, they can also end a status, mark, or
Chapter 2 blight.
Talents:
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WRIGHT
Mage, thaumaturge, and master of the arcane arts
Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium
Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.
Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.
Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.
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Statuses SLIP
As an action, or instead of their standard move,
Wrights specialize in the Shattered and Wrights may remove themselves from the
Vulnerable Statuses. battlefield, then return within 1 space.
VULNERABLE FLYING
All damage taken increased by 1 A flying character ignores all terrain types other
than impassable terrain, and ignores engagement
Since wrights use a lot of abilities that deal and obstruction.
multiple instances of a low amount of damage,
this can add up a lot - especially since it also Flying is good for Wrights because they use a lot
increases all allies’ damage. It’s a good combo of difficult terrain, pits, and created terrain,
with shattered to really hit a foe as hard as which they can ignore (or help their allies
possible. ignore).
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Enochian
Unbridled Destruction
The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.
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The power that condenses inside an Enochian is related to the element of fire, a wild spark that grows
and wanes with their emotions and energy, but with control can be focused into power that can carve
mountains, scorch forests, and boil rivers. In times of desperation, the Enochians can feed this power
with their own life force, a dangerous practice that the other orders of wrights look down upon. The
Enochians, for their part, see other wrights as stiff and uncreative. They’d rather do it their way, after
all.
Relevant Rules
Traits Charge - When used on a slow turn, this ability
becomes more powerful.
Inner Furnace: Enochians may burn their own Cover - If a character has cover from a ranged
life force when they Infuse a spell. They can take a attack, it is resistant to that attack, halving all
wound, or damage equal to 50% of their max hp damage.
to gain 2 Aether, which must be immediately Critical hit - Increase attack damage by +[D].
spent on an infusion. Any excess Aether is lost Mark - Place your mark on a specific character.
after the action resolves. If an enochian dies from You can only place one mark at a time on each
this process, they die after the ability resolves. enemy or ally and each ability can only place one
Heal 1 wound at the end of any combat in which mark. If you place a new mark on a character with
you used Inner Furnace. a mark from you, you can choose which to keep or
Embersoul: Gain defiance at the start of each which to discard.
combat or when rescued. Shove X - Move a character involuntarily X
Phoenix Rage: At the start of round 5, spaces in a straight line away from you. If they
Enochians become suffused with immortal flame. would move into another character’s space, or a
They gain defiance at the start of each of their piece of terrain, they Collide and stop. Colliding
turns, and when they would take a wound, roll a triggers some abilities or traits.
d6. On a 3+, ignore it. If this is their last wound, Stance - Ongoing effect. A character can only
this roll becomes a 2+ instead. have one stance active at a time and can drop a
Apocalypse: If you don’t attack during your stance by taking a new stance or as a free action at
turn, you may choose to increase the size of any the start of their turn. When a stance refreshes,
blast effects you create during your entire regain its effects.
following turn by +1, up to a maximum of blast 3 Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
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The ability deals bonus damage, has its blast Mastery: LEY LINE
effects increased by +1 to a max of 3, gains +1 Blasts and lines can be supercharged if they hit an
boon on any attack rolls, and foes gain +1 curse on Aethershard. Any blast effect that hits an
any saves. Aethershard may increase its radius by 1 to a
maximum of 3. Any line effect that passes through
IMMOLATION an Aethershard may increase its length by +4. The
1 Actions, Mark Aethershard is destroyed after the ability resolves
if used this way.
Use your target’s own life force to spark a
terrifying flame.
End your turn and Mark: A foe in range 6 and
line of sight is marked by you. While affected by Limit Break:
this mark, they are vulnerable+, burning and
when you hit them with an attack, they release a GIGAFLARE
burst of flame, dealing 2 piercing damage as a 2 actions
blast 1 area effect centered on them. 4 resolve
Divine
Talents
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Talents:
I. If you roll equal to or over the round number,
you explode in a blast 2 area effect centered on
you. Characters within, including you, take
[D+fray piercing damage and are shattered.
II. If you roll equal to or over the round number,
you can reclaim some of your life aether to
also gain 1 aether after the ability resolves.
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Lance
Pyre
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One of the Hellbreakers, an Enochian order
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Red City Enochian
Hedge Wizard
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Geomancer
Guardian of the Pure Earth
Geomancers belong to an old order of mystics, alchemists, and esoteric martial artists called the
Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.
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These studious wrights attune themselves to earth Aether, aligning the energy channels of their body to
crystalline perfection with vigorous exercise and sometimes bizarre health regimes. In battle, the land
itself is their ally, spitting forth poisonous gases, cavernous upheavals of earth, and great spires of rock
to crush their foes.
None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.
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QUAKING PALM
Light Melee Attack
Pierce
Talents:
I. Charge: Attack gains range 3
II. Slay: Foe releases a blast 1 area effect, dealing
2 piercing damage to all characters in the area
once for every object in the area effect.
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Spellblade
Swordmaster, Wind Dancer
Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city
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watch. Other wrights tend to view Spellblades as stiff, unfeeling military types, but spell blades
themselves know they are consummate professionals and unparalleled masters of their art.
The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.
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You summon the highwinds to batter your foes. Mastery: DOOM BOLT
Ranged attacks against the marked foe gain +1
Terrain Effect: Swipe your weapon to create a boon, have no maximum range if they have a
line 4 area of crackling winds in range 5. The area listed range, and ignore cover.
grants cover to allies, and foes that either attempt
to move into or start their turn in the wall’s space STURMREITEN
must pass a save or be unable to move into the 2 Actions
area for the rest of the turn and be shoved 1 space
away from it. Electrified characters fail the save. You transmute yourself and your gear into pure
The area lasts until the end of the combat or until lightning Aether, coursing through the
you use this ability again. boundaries between worlds in a moment.
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+fray divine damage and inflict electrified on all The aura can be inverted when this mark is used.
characters caught in the cross, then teleport all When the marked character takes damage, all
characters out of the affected area into the nearest other characters in the aura take 1 piercing
free space of your choice. Characters can pass a damage.
save to choose which side they end up on.
FAFNIR
The affected area becomes a crackling wall of
1 action, summon
lightning that does not block line of sight, but
blocks all movement except teleporting. This
Lightning sprites are a rare sight - minor ones
effect ends at the end of the next round.
tend to explode from their own rampant aether
shortly after being summoned, a fact that canny
Allies can spend 1 action to teleport across the
Spellblades can take advantage of.
wall, placing them on the other side.
Summon: Summon a spark elemental in range 3
If any version of this ability has no valid space in
Fafnir
which teleport a character to, still deal damage,
Size 1, phasing summon.
but this ability doesn’t create the lightning wall.
Summon effect: When you teleport, Fafnir
may dash 3 as an area effect in a straight line.
Infuse 3: RAGNAROK
Characters it passes through are electrified
Area effect: After this ability resolves, scathing
and take 1 piercing damage. This effect can
divine lightning hits a quarter of the map of your
trigger any number of times a turn.
choice. Characters within take [D]+fray Divine
Effect: At the start of your next turn, Fafnir
damage.
detonates, destroying it. Adjacent characters
are shattered.
Mastery: GÖTTERDÄMMERUNG
Infuse 6: Götterdämmerung Infuse 3: Resplendent Fafnir
Area effect: After this ability resolves, scathing Use this infuse at the start of your turn. Extend
divine lightning hits every quarter of the map but the duration of Fafnir by 1 turn.
one of your choice. Characters within take 2[D]
+fray Divine damage.
Talents:
I. Already electrified characters cost 0
Chapter 2 movement for Fafnir to pass through
II. Fafnir can also dash when you summon it
GRAND FORK
1 actions, mark Mastery: RAMPANT FAFNIR
Set out a d6 power die when you summon a
You infuse your foe with raw lightning aether, Fafnir. Tick it up by 1 when that Fafnir passes
causing scathing charges of static electricity to through a character. When a Fafnir explodes, it
arc to them whenever a strike is made nearby. deals 1 piercing damage once to adjacent
characters for each tick on its die.
Mark: Mark a foe in range 6. While marked, they
are electrified and gain aura 1. When another Chapter 3
character in that aura takes damage, they take 1
piercing damage.
Great Wind Riding: Once a turn, when you
teleport, you can also teleport an adjacent ally
Talents:
with you, placing them in a free adjacent space
I. If the marked foe is bloodied, increase the size
after your teleport resolves.
of the aura to 2
II. If the marked foe is bloodied, they are also
vulnerable+ while marked. DRIFTING LEAF
Heavy Melee Attack
Mastery: SPLIT IONIZE
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Talents:
I. Electrify any foe that triggers Leaf on the
Wind. Electrified characters take piercing fray
damage.
II. If you’re bloodied, gain one more use of Leaf
on the Wind.
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Stormbender
Dire Navigator, Master of the Waves
The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.
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The storm benders are the great masters of the sea, the supreme navigators that make sailing even
possible around Arden Eld. Water-attuned wrights, they are most at home on a deck, or clambering the
rigging. Each of them are sailors of the highest caliber, coming from all over - old trade guilds, islander
clans, and nautical churner enclaves.
Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.
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Talents CRYO
I. When you create the line area from Dagon, Light Ranged Attack
you may shove any characters adjacent to the Range 8, Pierce
line area 1 space into the area
II. Until it activates, Dagon’s area is difficult You shoot a spear of frozen water aether at your
terrain. foe, stirring up ambient water aether in the air.
Attack: Auto hit: 1 damage and character is
Mastery: DEEP WATER CURSE shattered and frostbitten.
You can redirect Dagon when its Delay effect goes Effect: Gain 1 Aether
off to any valid line area drawn from its location. Effect: If character is already frostbitten, create a
blast 1 area of difficult terrain under them
TSUNAMI
2 Actions Infuse 2: CRYOTIC
Terrain Effect Change area to Cross 2, Range 6 and gains area
effect: Inflict frostbite. Characters already
The stormbenders can ride swells of water as inflicted with frostbite become shattered.
easily as any terrestrial steed. For those not as
gifted, the experience is less pleasant. Talents
Terrain effect: Create a huge swell of elemental I. Terrain effect: If this ability targets a
water from any visible edge of the map. The area shattered or vulnerable character, create a pit
is a blast 1 terrain effect that is difficult and under them.
dangerous terrain. II. Cryotic may be used as infuse X, cross X,
range 6, where x is the amount of Aether
infused.
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When you take this ability, choose one of the If either end space of Gust is targeted by the
following effects, which is active for the rest of attack space of an area of effect attack ability, it
combat: moves the target space to the other end of gust,
then moves it 1 (as if it were a character). The area
- Frost storm: Your area is difficult terrain for effect or terrain effect is then created in that
foes, even for flying characters, and foes that location, regardless of range.
end their turn in your area are inflicted with
frostbite. Frostbitten characters are shattered.
- SELKIE
Battering storm: The area of your storm is
1 action, Summon
cover for allies and difficult terrain for foes. At
the start of your turn, you may shove all
You summon a friendly water spirit, handy for
characters in your area 1 space in any direction
rescuing sailors or hurling around foes.
- Lightning storm: The area of your storm is
Summon: Summon a rippling orb of water in
dangerous terrain. At the start of your turn, roll
range 4.
a d6 for each character in your storm. On a 4+,
Selkie
they are struck by a lightning bolt, taking 2
Size 2, Flying
piercing damage and become electrified.
Summon Effect: Selkie has aura 2. At the
- Raging storm: While in Elemental form, your
start of your turn, you may have Selkie suck in
abilities gain Slay: gain 1 Aether, and you may
any characters of your choice size 1 or smaller
move diagonally.
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inside the aura. Characters can pass a save to Effect: Inflict frostbite and electrified.
avoid this effect. When a character is sucked
in, they are teleported into Selkie’s space, Infuse 3: EYE OF TERROR
sharing it and becoming immune to all Increase area effect to blast 2. The center space is
damage and effects. You can exempt still clear.
characters from this effect. At the end of your
turn, Selkie spits out all characters it sucked Talents:
in, in any order. Characters that are spit out I. If you surround an ally with this attack, they
are either shoved 2, or placed adjacent to gain flying until the end of their next turn.
Selkie or as close as possible if they are II. If you surround an enemy with this attack,
immune to shove or there is no room. summon a pit under them.
Summon Action: As a free action during
your turn, or when you infuse a spell, you can Mastery: GREAT AEONCLOUD
move Selkie 2 spaces. Terrain effect: After attacking, you may create
a terrain effect in the area effect spaces. The area
Talents: is difficult and dangerous terrain. Any character
I. Foes that get sucked in are inflicted with standing in the center space gains flying until the
frostbite. Frostbitten characters are also end of their turn, and gains +1 boon, pierce, and
shattered. inflicts bonus damage against any characters
II. If only one foe or ally is inside Selkie, you may standing in the rest of the area. If you create this
shove them 4 instead. effect again, replace the last one created.
Chapter 3
Whirlgang: You are highly attuned to the
ambient air currents and can command them at
will. At the start of your turn, yourself and every
ally or allied summon in range 2 of you may fly 1
in the same direction as an effect.
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Intro
This section is about the basic game flow and structure. It includes rules for running expeditions and
handling rewards, including custom rules for expeditions, camp upgrades, trophies, and relics.
This section is mostly for the GM, except the Relic rules on pg. XX. If you’re a player you might find
it helpful to skim through.
Here’s a quick refresher and guide on the basic Characters can abandon expeditions but also
game flow: abandon any rewards, and their goal becomes
beyond their grasp for a while, or possibly
Games generally start in narrative play, where forever.
characters freely role play. When the tension of a
situation can’t be resolved except by high stakes Camp
battle, you can dip into tactical combat or use
narrative combat, then return to narrative play When characters camp, they take a break for
after the fight is resolved. little bit. Characters need about an hour and a
relatively stable or safe location to camp, but this
During play, characters embark on expeditions is pretty loose (they could easily camp overnight
to try and pursue their goals. On an expedition, or even for a few days if that’s the tone of your
time is usually a little more limited, and game).
characters might be able to take a break and
camp a few times. When the expedition is over, - Characters that camp can heal all strain and
the game dips into an interlude, which is a more regain all effort from narrative play, and end
loose period of downtime. all effects and heal all hp from tactical
combat.
Expeditions - Camping loses all resolve that characters
have accumulated (to use Limit Breaks).
Characters are generally on an expedition when - Characters that have accumulated 5 and 10 xp
they leave a place of safety with a clear goal in can acquire a new ability or talent
mind. Before embarking on an expedition, take
the following steps: Characters can upgrade their camp by spending
dust. You can see a huge list of upgrade in the
1. Define your goal. What are the heroes Camping section shortly.
setting out to do?
2. Choose some custom rules, if Interludes
applicable. You can find them in this section.
This is strictly optional. When characters go into an interlude, they’re
3. Define the number of camps. Usually going into a slightly longer stretch of downtime.
characters can camp 0-2 times. Once for a This could be as short or as long as you like.
medium length expedition, and twice for a Generally time is a little more loose and actions
long expedition. are relatively consequence free.
4. Set your job and abilities, if you expect
tactical combat. When characters go into an interlude:
5. Define possible rewards. All expeditions
normally reward 6 xp and 3 dust if they’re 1. Heal all strain, regain all effort, hp, effects
successful. There may be other intangible from tactical combat, and wounds.
rewards, such as resources, allegiance, Characters basically go through a full reset
friendship, or survival. except for their Burdens.
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Session End
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Experience
During their adventures, characters earn
experience points, filling out an experience bar. At
certain breakpoints in the bar, they will unlock
new abilities or talents.
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Character Advancement
11 3 Improve an action
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Trophies
Trophies offer a way for GMs to offer additional
minor rewards other than xp or dust.
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Example Dungeon Trophies
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always active. For example (Round 5+) relics
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Aspect quest: Take the horns of a legendary beast This weapon or armor has carvings made from
as your trophy pure dragonbone. It is hot to the touch.
I. You no longer take bonus damage from any
MAIDEN source when affected by blights. Effects that
Your relic bears a statuette or image of the cause you to fail saves for being blighted
Weeping Titan, impaled by spears. instead give you +1 curse on the save.
I. While bloodied, gain counter II. All your abilities gain: effect: inflict any one
II. Counter also triggers when adjacent allies are blight you are afflicted by
damaged. III. When afflicted by a status or blight, deal
III. Invoke (Attack, 16+): Gain counter until bonus damage with all attacks
the start of your next turn.
Aspected: At the start of any combat, you can
Aspected: Counter stacks twice choose to inflict all blights on yourself.
Aspect quest: Gather and reforge true iron nails Aspect quest: Carve the skull or horns of a wyrm
from the sarcophagus of a Relict Emperor and incorporate it into your relic.
ORPHEO TROLLHIDE
This relic has a cracked mirror, set on a pendant A cape, shield, or mantle of scaly leather, a hardy
or into a shield or weapon hilt relic that knits itself back together like a living
I. Gain defiance at the start of each combat. If thing.
you would already gain defiance then, instead I. If you don’t attack on your turn, dash 1 and
become unstoppable until the end of the first roll 1d6 at the end of that turn. On a 3+, gain
round. vigor 1.
II. When defiance triggers, you may deal fray II. You automatically succeed this roll when
damage to all adjacent foes bloodied.
III. Invoke (5th round+): Gain defiance at the III. Invoke (Gambit): Effect: When you lose all
start of your turn for the rest of combat vigor, you may cure yourself and all allies in
range 2
Aspected: Defiance stacks twice
Aspected: While you have vigor, take 1 less
Aspect quest: Bathe in the water of the river that damage from all sources
leads to the underworld
Aspect quest: Seek the wisdom of the keepers of
the Deep Bog and do their bidding for three days.
UNGOLIANT
Your relic is a massive weapon carved from the
fang of an ur-spider or beast of the deep caverns. TITANSBANE
I. Charged attacks gain +1 boon A weapon or armor made of Arken black metal.
II. Charged attacks deal bonus damage vs slow Seethes with a fell energy. You can feel a killing
targets intent from within.
III. Invoke (Gambit) - Free action: This turn I. When you make any attack, you can elect to
only, all your actions count as charged, even delay it. Spend the action cost as if you made
on a normal turn. the attack that turn, but don’t use it. End
your turn and gain Delay: you must take a
Aspected: Invoke (Charged Attack, 14+): slow turn next round. At the start of that turn,
Your target becomes slow use your attack. It doesn’t cost an action that
turn, or count against the attack limit. The
Aspect quest: Weave the aethersilk of an ancient attack deals bonus damage and gains +1 boon.
Ur-spider into your relic If it’s a melee attack, you may dash 3 before
using it. If it’s a ranged attack, it ignores cover.
If the attack has no valid targets, lose it.
WYRMTOOTH
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II. When you end your turn with a held Delay I. Invoke (Attack, 14+): Blind your foe. If
effect, gain vigor 1. Lose this vigor at the start your foe is already blinded, they take bonus
of your turn. damage.
III. You are also sturdy while holding a Delay II. +1 boon on attacks against blind targets
effect and gain +1 boon on all saves. III. When a blind character targets you with an
Aspected: Invoke (Attack, 19+): You may ability, after that ability resolves, you can
activate the next Delay effect you use this turn shove them 1 in any direction, then dash 1.
immediately, including as part of this attack.
Aspected: Any foe that starts or ends their turn
Aspect quest: Pull and reforge a god-killing adjacent to you and no other characters is
weapon from the corpse of a titan. blinded. Blinded foes take fray damage.
Aspected: Damage from this effect becomes 2 Aspected: Stealth now only breaks if you or an
piercing. effect or summon you own deals damage to a foe.
Aspect quest: Drink from the primeval Gaia pool Aspect quest: Sail to the edge of the world and
bathe your relic in the mists there
GLOAM
This cloak or clothing appears to be made out of RUIN
woven shadow. The cloth is richly textured. A weapon, bow, or stave carved from ancient
stone, a heavy slab of a thing.
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I. You may trade in 1 boon, once per attack, for III. When you hit a character you marked with an
bonus damage. attack, teleport 1 in any direction
II. Immune to pacified.
III. Your first attack ability in any combat cannot Aspected: Effects apply to any marked character,
miss (change any miss into a hit). not just those you marked.
Aspected: Your first attack also gains +1 boon, Aspect quest: Take the pelt of a legendary beast
and its listed ranges are increased by +2 and incorporate it into your relic
Aspected: Your invoke gambit can be taken Aspected: You have phasing while bloodied.
twice a combat.
Aspect quest: Stand before the gates of the buried
Aspect quest: Tame a titansteed, one of the and ancient necropolis of Iz, and behold the
enormous legendary wild horses horror.
RIGOLETTO DOMINUS
A colorful token, built to look like a spinning A relic that most often takes the form of a
wheel. When sewn into armor, weapons, or crimson gauntlet. The surface is oddly slick.
accessories, it allows its wielder to move with I. All your attacks gain a new effect: Slay: Dash
preternatural speed. 2
I. Evasion triggers for you on a 3+ II. Invoke (Attack, 17+): Trigger any slay
II. When you successfully evade an attack, deal 2 effects of your attack
damage to your attacker III. Increase Dominus I to dash 4
III. If you have evasion, you can also roll evasion
for adjacent allies, but it only triggers on a 6. Aspected: Your slay effects trigger twice.
Aspected: Invoke (Gambit): Effect: This turn Aspect quest: Beat another wielder of a Dominus
only, your evasion is always successful. relic in single combat.
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Aspected: You can hold +1 more stance than Aspected: If you cure a character at 25% hp or
normal less, that character can clear all statuses, marks,
and blights and also gains defiance.
Aspect quest: Find the resting place of the
Hundred Sword Titan, take a splinter of one of his Aspect quest: Find and incorporate a twig of the
weapons, and reforge it. eternal world tree into this relic
ERENBRASS SCHEHEREZADE
A burnished metal helm, gauntlet, or mantle, This weapon emits a faint singing tone that can
bright in the sun. only be heard in a quiet room
I. At the start of combat, gain 2 blessing tokens
I. At the start of your turn, you may shove all on yourself. You can spend blessing tokens on
allies marked by you 1 space yourself to grant yourself +1 boon on a save.
II. Erenbrass I can be taken at the start and end II. You can also spend blessing tokens on yourself
of your turn to also grant +1 boon on an attack
III. Erenbrass I can also be a teleport or a fly effect III. Invoke (Attack, 14+): Bless yourself after
(your choice) the attack resolves
Aspected: Erenbrass also works on any Aspected: The III effect also blesses adjacent
character with a mark in range 4 of you, allies when it triggers on you
regardless of whether it was placed by you or not.
Aspect quest: Recover a genuine page fragment of
Aspect quest: Take command of an army, militia, the legendary Tale of Ages
or regiment in battle and fight to victory.
STORM LORD
ESPER This armor is wrapped in knotted holy cords and
This gem is a void of space within. If you stare imagery of the sea during a storm.
long enough, you can see stars. I. Gain a power die (d6), starting at 1. When you
I. Invoke (Gambit): Free action: Cure a use a combo version of an ability, tick the die
character in range 3 up by 1. When you roll damage, you can
II. Increase range of all Cures by 3 replace the number rolled on a single die with
III. Cures can target foes and deals fray damage the number on your power die instead.
to them instead of its regular effects. II. You can expend your power die when you hit
with any attack to add the number as damage.
Aspected: Cures against foes gain true strike and If you do, discard the die.
pierce III. Invoke (Round 4+): The die ticks up if you
use any version of a combo ability.
Aspect quest: Find a shrine of the Titan of death,
the Weeper, and survive the trials there Aspected: Your power die becomes d8
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III. When any ally in range 2 of you is cured, you II. With rank I, you may also deal that much
are also cured. damage to a foe in range 3.
III. Invoke (Attack, 17+): The next random die
Aspected: Invoke (Gambit): Effect: Duplicate you roll for an ability can be any number you
the effects of a cure that targeted you on any ally choose from 1 to 6.
in range 5.
Aspected: Silver Rabbit III becomes Invoke
Aspect quest: Split a part of your soul into your (Attack, 11+) while bloodied.
relic at a deep shrine of the Black Blood Titan, the
Holy Body Aspect quest: Travel to Arden Eld’s moon.
CHIME APOPHIS
This symbol of a bell shines with gentle power. A Coiling serpents cradle the hilt of this weapon or
soft ringing can be heard in its presence, but only curl around the base of this necklace
when it’s very quiet. I. You have Aura 1. At the start of your turn, deal
I. Invoke (Gambit): Pacify a foe in range 5. 2 piercing damage to all poisoned foes in the
II. You are immune to statuses from pacified aura.
foes. II. When a poisoned foe in the aura is defeated,
III. Pacified characters gain +1 curse to attack you may cure yourself.
you. III. Invoke (Gambit): Free action: Increase the
size of the aura to aura 3 until the start of your
Aspected: At the start of your turn, gain next turn.
resistance. This effect breaks immediately if you
or an effect or summon you control deals damage. Aspected: Your attacks against poisoned foes
ignore vigor and go straight to hit points
Aspect quest: Ring the old temple bell of the
hidden thirteenth chamber of the chroniclers Aspect quest: Infuse your relic with three scales of
the ancient Wyrm Nidhogg
GILDED FINGER
A golden finger of a saint or holy icon - real or DOMAIN
carved - set into armor or weaponry. A sceptre, weapon, or helm embedded with a
I. Invoke (Gambit): Free action: You gain deeply inset gem.
aura 1 until the end of your next turn. Foes Gain trait: Domain: When you create a terrain
inside the aura gain +1 curse on attacks. effect or object, you can place your Domain over
II. Your gambit aura also gives foes +1 curse on one of its spaces, a blast 1 terrain effect. Using this
saves trait again moves the Domain instead of creating a
III. Invoke (Attack, 14+): You may new one.
immediately activate your gambit aura. I. Gain +1 boon on attacks against foes in your
Domain
Aspected: While you’re bloodied, the size of all II. Foes that end their turn in your Domain take 2
your auras is increased by 1 piercing damage.
III. Invoke (Round 5+): When you create a
Aspect quest: Retrieve one of the thirteen terrain effect, increase its size (Blast +1 to a
forbidden Arks - holy reliquaries from before the max of 3, Line, Arc, or Cross +2, object height
Doom thought to be lost to time. +1)
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CLOUDPIERCER
This bright metal weapon crackles with latent Aspected: If the target of your bounced attack is
power bloodied or burning, you may increase the size of
I. +1 boon on attacks against electrified foes the blast to blast 2.
II. 1/round, when you electrify a foe, you may
electrify a different foe in range 2. Aspect quest: Find and use the workshop of the
III. When you hit an electrified foe with an attack, Forge Titan in the heart of Arden Eld
deal 2 piercing damage to all other electrified
foes in range 2 of that character TOWER OF BARBS
Coiling thorns have been set into this ranged
Aspected: Increase ranges to 3 weapon. The barbs sometimes curl towards your
flesh.
Aspect quest: Survive a day in the Hundred Year I. Deal bonus damage if a character is at
storm maximum range of your ranged attack or in
the end space of a line or arc area effect.
PLEIADES II. Also ignore cover if a character is at maximum
A set of six star-diamonds, flickering with a range
distance light, set into earrings or a neck piece. III. Invoke (Gambit): Set the range and/or area
I. You have aura 1. At the start of your turn, you of your next arc, line, or ranged attack to any
may inflict frostbite on all foes in the area. number between 1 and 6
II. The aura area is also difficult terrain for
frostbitten characters. Aspected: Tower of Barbs III invoke becomes
III. When you inflict frostbite on any character for between 1 and 12.
the first time in a round, you may also shove
them 1 away from you, or towards if you if Aspect quest: Climb to the top floor of the
they are not adjacent. legendary dungeon the Tower of Barbs
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CONQUERING KING
This relic has a regal bearing, with imagery of
lightning bolts made of wrought gold.
I. Invoke (6th round+) - All attacks become
critical hits on hit.
II. Invoke (8th round+) - Increase the damage
of all your attacks by +[D] on hit.
III. Invoke (Attack, 17+) - Lower your
threshold for any effects that rely on round
number by 1, this combat only. This effect can
stack multiple times. This applies to all
abilities, traits, and relics.
PALEBLOOD
This relic has inlays of pale bone, intricately
carved. When infused, the inlays light up.
I. At the start of combat, gain a d4 power die.
Tick it up by 1 at the end of each round. You
may expend the power die when it reaches 4,
discarding it, to give your next attack +1 boon,
bonus damage, and make it a critical hit on
hit.
II. Invoke (Attack, 17+): Tick a power die you
have up or down by 1
III. Your power die is not expended but resets to 1.
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THE CAMP
Adventurers in Arden Eld often get around on enormous aetherships, traveling wagons, vehicles, or
caravans. They bring with them all kinds of supplies: portable shrines, elixir cauldrons, cooking pots,
vittles, and lengths of rope for traversing caverns. The camp can be any of these things. It’s
representative of the gear, supplies, and transportation that the characters keep in common, and may take
with them on an expedition.
When you start a group of characters, also start a camp sheet. Camp sheets have the following:
1. Group Name: You can name your group if you like, or leave it blank until later.
2. Ambitions: Write 1-3 long term goals for your group. If you accomplish an Ambition during an
interlude, everyone in your group gets 1 xp, then write a new ambition. You can leave these blank for
now if you like.
3. Camp fixtures: The various pieces of gear, shelter, and accoutrement that your group keeps around
camp. Fixtures apply their benefits to everyone in the group and anyone can spend dust to purchase,
upgrade, or use them. Start with 1 of your choice.
Camping
During an expedition you can camp (usually a limited number of times) to clear all strain, regain all
effort, and regain all hp. You scarf down a meal, put your feet up, clean your weapons, tend to your
wounds, or polish your armor.
Camping is pretty loose and could represent anything from a short break in a battle where you catch your
breath or a momentary break on a trail to fix your boots to an entire night or even a few days spent in one
place.
You only camp during an expedition, but you might spend time in your camp (or what your camp
represents if it represents something like a caravan or airship) during interludes or in downtime. Either
way, the camp is usually a character in its own right and often serves as a home away from home for
Icons.
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If camp upgrades are nested (bulleted below each The vault has a clever but slow acting condenser
other), you need to take the previous upgrade to inside. At the end of each interlude, if there is at
get the one under it. least 1 Dust inside the Vault, it attracts more
Aether, adding 1 Dust to the vault. If there’s no
• Upgrade 1: Characters need to take this room in the vault, not more Dust is generated.
upgrade…
• Upgrade 2: … before they can take this one! Upgrades:
• Empowered attunement: Dust can be
withdrawn or deposited into the Vault from
anywhere, ending up in a specially attuned vial
Aetherpearls
on each character’s waist.
Purchase: 6 Dust
• Aether Sapphire: Increase the vault’s capacity
Upgrade: 3 Dust
to 12
• Aether Ruby: Increase the vault’s capacity
This small set of pearls are etherically linked
to 16
together, and can be inset into armor or worn as
• Upgrade condenser: If it’s at least half full,
jewelry. There are always just enough for all
the vault condenses 2 dust instead of 1.
player characters and no more.
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Characters can brew one of the following flasks When you embark on an expedition, or when you
during an interlude by spending 2 dust. Flasks camp, one character can cook a meal for everyone.
can be drunk as part of taking an action roll (in
narrative play) or as a free action in combat. A character’s cooking skill is a unique action,
Characters can only hold on to three flasks, and starting at 1d6. A character can improve their
up to one major flask. cooking by investing 2 xp to improve their
• Flask of Action: Gain +1 boon on their next cooking skill by 1, up to a maximum of 4. Xp
narrative action invested in cooking has to be spent when you gain
• Flask of Resolve: Regain 2 effort xp and not from your bar.
• Flask of Alacrity: Dash 4
• Power Flask: Gain bonus damage on your Roll 1d6 per level of cooking skill and choose any
next action die as the final result.
• Major Phoenix flask: An incapacitated
character can drink a Phoenix Flask at the end Meal effects apply to the very next combat
of a round to Rescue themselves. They can do only you get into.
this even while incapacitated.
• Major Healing flask: Cure yourself
D6 Result
• Major Power flask: Gain bonus damage on
all actions until the end of their next turn. 1 Burnt meal - No effect!
GMs can offer flask ingredients as rewards for 2 Nutritious meal - Ignore terrain
treasure collected during an expedition, or side penalties for difficult terrain and moving
tasks. If that's the case, forgo the dust cost for up terrain
brewing a flask if you have the ingredients.
3 Refreshing meal - Saves are successful
Upgrades: on an 8+ instead of a 10+
• Flask belt: Characters can hold on to four 4 Invigorating meal - Deal bonus
flasks damage in the first round of combat
• Improved flask belt: Characters can hold
on to up to two major flasks 5 Healthy Meal - Start that combat with
Add the following to your flask brewing by taking Vigor 1, or Vigor +1 if you already start
an upgrade for each. They cost increased dust to with Vigor.
brew and take rarer ingredients. You can ignore
the dust requirement if you have ingredients as 6 Hearty Meal - Resistance to all damage
normal. in the first round of combat
• Major Flask of Divine Speed: 5 dust. Until
the end of your next turn, double your speed Upgrades:
• Major Flask of Divine Strength: 5 dust. • Foraging: Your group can forage or shop for
Double the damage of your next action. ingredients during an interlude. Roll 1d6. You
• Major Flask of Divine Luck: 5 dust. Until can hold on to that number until used during
the end of your next turn, all attacks miss you cooking. If you roll and save a 1, you can use it
and you cannot miss attacks (a miss becomes a as insurance. Discard it when you roll a 1
hit instead). cooking result to re-roll, taking the second
• Major Flask of Divine Health: 5 dust. Clear result as final.
all blights and conditions and gain vigor 2 • Improved ingredients: When you cook,
• Major Flask of Divine Grace: 3 dust. you can keep any 2 dice and combine their
Increase the effect of your next narrative action effects.
to superpowered. • Variety: If a different character from the last
one cooks each time you camp or go into an
Cooking Pot interlude, roll +1d6 when cooking.
Purchase: 6 dust • Masterclass: If you get a critical hit on a
Upgrade: 3 dust cooking roll, the effects apply to every combat
until you camp or go into an interlude.
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Purchase: 6 Dust
Campfire Upgrade: 3 Dust
Purchase: 6 dust
Upgrade: 6 dust Once an expedition, if there’s a water source
nearby, one character can fish. A character’s
Your camp has a bright and well fed fire. It’s easy fishing skill is a unique action, starting at 1d6. A
to take a load off and talk around the fire, and it character can improve their fishing by investing 2
burns brightly even in dark moments. xp to improve their fishing skill by 1, up to a
maximum of 4. Xp invested in fishing has to be
During Heal Burdens, characters can tick a free spent when you gain xp and not from your bar.
segment on a burden of their choice.
Roll 1d6 per level of fishing skill and choose the
Upgrades: highest result as the final result.
• Commonality (3 dust): Characters that help
others heal their burdens instead of healing D6 Result
their own allow that character to tick 2
segments instead of 1 1 Line Snapped - No result
• Momentum: When you finish camp, gain 1
personal resolve. 2 Got away - No result. Next time you fish,
• Memories of purpose: Once a session, all add +1d to your roll.
characters can heal 1 strain merely by taking a
3-5 Common Fish: Collect 2 of these fish
moment to breathe.
and they can be sold at market for 1 dust.
• Memories of hope: When using memories
Dungeon guppies, cave carp, and
of purpose, characters also regain 1 effort
Arkentrout are all pretty common
• Memories of home: All characters gain
examples.
+1 effort box and +1 max strain.
6 Rare Fish! - Roll 1d6. Can be sold at
Elixir Stone market for 1 dust.
Purchase: 6 dust 1: Glibfish - Eat to gain +1D and
Upgrade: 3 dust improve effect on all command and
charm rolls for a scene
This unsettling and extremely valuable blood red 2: Musclefish - Eat to gain +1D and
stone, found in the very deepest depths of the increased effect on Endure and Smash
arkenruins, is condensed Dust and life essence in actions for a scene
its purest form. When exposed to Aether, it bleeds 3: Wrightfish - Ask the fish for advice.
a substance that can be condensed into elixirs that If you follow it, gain +1D and improved
can heal wounds. effect on your next narrative action.
4: Elixir Fish - Can be drunk to gain
A party embarks with one elixir. A character can vigor 1
drink an elixir any time outside of tactical combat 5: Panaflounder - Eat as free action to
to heal a wound. Healing a wound also cure self
replenishes 25% hp. 6: Golden Gizzet: Can be sold at
market for 3 dust
Upgrades:
• Elixir Brewing: When they camp, characters
can brew a new 1 elixir by spending 3 dust.
• Deep Elixir Stone: When you brew elixirs,
brew two elixirs instead.
• Clarity: Characters can drink an elixir to heal
all strain
Fishing Pole
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D6 Result Liftstone
Upgrades:
Portable Library
• Tool Rack: Any project clock or ambition clock
involving crafting starts with 1 segment filled in. Purchase: 6 dust
Upgrade: 3 dust
• Improved Workshop: Gain +1d to fill in
any clock involving crafting
• Relic Forge: At the end of each session, infuse A collection of well-worn tomes, manuals, and
1 dust into a relic of your choice. Aspect scrolls.
infusions cost only 10 dust.
Every character can add +1 to their tinker or study
• Ancient Relic Forge (6 dust): Characters
can take an extra relic. They can still only take rating, up to a max of 4.
3 with them on an expedition.
Upgrades:
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permanent. The GM can set up an expedition or • If defeated in combat, the spirit disperses
an ambition for this. and reappears in a space in range 3 from an ally
at the start of the next round with full hp.
Spirit Idol
Purchase: 6 dust Upgrades:
Upgrade: 3 dust • Empowered spirit: The spirit gains +1 effort
and its combat ability as an NPC can be used
You can pray at this shrine to summon its etheric twice a battle instead
spirit - usually in the form of an animal, small • Great spirit: As character the spirit can choose
creature, or fairy. The spirit is friendly to your to become Size 2 when it starts battle. If so, its
group, and can be played two ways: either as an speed is reduced to 2, but it also becomes Sturdy
NPC, or as a character (for a player to control). and deals 1d8 damage with its attack instead of
1d6. It can also reduce or enlarge itself with an
The spirit can only be summoned as a character if action during combat.
it’s controlled by someone who is not already • Spirit vengeance: As a character, the spirit
playing a character, including the GM. Playing a can do each of the following once a session: take
spirit for a group is a good way for someone not a superpowered action, and deal 2d6 damage
familiar with role playing games, guesting for a with its spirit slash attack instead of 1d6
session, or calling in remotely for a session to
participate, since it is relatively simple. Survival Gear
Purchase: 6 dust
As an NPC, the spirit has the following powers: Upgrade: 6 dust
• Narrative: The spirit has 2 effort, regains all of
it when you camp, and can burn it to give Knives, tanning racks, cooking spits, climbing
someone aid. It doesn’t take strain and doesn’t gear, and supplies for wilderness survival.
take actions otherwise.
• Combat: The spirit is not a unit in battle, but Every character can add +1 to their traverse or
can be invoked any time by a character as an sense ratings, up to a maximum of 4.
interrupt to aid someone, letting them roll twice
on any d20 roll and choose either result. This Upgrades:
ability works once per battle. • Rangers: Start the first combat of any
expedition with vigor 1
As a character, the spirit has the following powers: • Toughened: Also gain this benefit after you
• Narrative: The spirit has 3 effort, 3 strain, and camp.
rolls 1 dice for all actions. It heals all effort and • Footwork: On the first turn of combat only,
strain at camp. If the spirit takes maximum all characters can move diagonally
strain, it must disperse for a scene and can take • Advanced Footwork: On the first turn of
no more action, then re-enters the next scene combat only, characters can dash as a free
with 0 strain. action
• Combat: The spirit is a size 1 allied summon
with 10 hp, 10 defense, 0 armor, and 4 speed. It Thieves’ Gear
heals to full HP after each combat. It can take a Purchase: 6 dust
standard move and the following actions: Upgrade: 3 dust
• Spirit slash (light magic melee or
ranged attack, range 3) On hit: 1d6+1 Lockpicks, cloaks, keys, sacks for carrying loot,
damage. Miss: 1 damage and magitech devices for spying or listening.
• Push (1 action): An adjacent character is
shoved 1 space Every character can add +1 to their sneak or excel
• Spirit blast (1 action): A character in range ratings, up to a maximum of 4
3 is branded or dazed (spirit’s choice).
• Dash (1 action): The spirit dashes 2 spaces Upgrades:
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RULES
into other expeditions, including the actions and
fixtures related to supplies.
Establishing expectations
The following section contains custom rules for
running different expedition types. When If you’re going to use these rulesets, make sure
characters embark on an expedition and one of everyone is on board - not everyone wants a game
these rulesets is a good fit, the GM can choose to about tracking supplies, for example!
use these rules for the expedition.
Keeping things loose
Not every expedition needs specific rules, but
using these templates can help set expectations These rules are kept slightly open for a GM and a
for the entire group, and set up a clear structure player group to improvise within the tone of their
and goals. table. For example, the weather section in the
Trek rules have specificity about what ‘terrible’
The first part of each ruleset asks the GM and the weather means in terms of the game system, but
players to define the goal of the expedition, then don’t really specify what that weather is - a
has some rules about the overall basic structure rainstorm, a sand storm, fiery comets, a blizzard -
of the expedition. Then there are some questions it’s dependent on your game.
(mostly for the GM) to help set up the expedition.
Write your own
The last section of each ruleset includes additional
custom rules for each expedition type, including You can use these custom rules as inspiration for
expedition actions. creating custom rulesets for your own games.
Clocks and scene trackers are extremely versatile
- Expedition actions: These are special tools that can be used to help set up rules for
narrative actions that are specific to each anything from building your own town, to
expedition type. They are rolled just like running a trading operation, to exploring a mega
regular narrative actions. Sometimes they’ll call dungeon. Try it out!
for a specific action, sometimes a range of
actions, and sometimes any action. For There are tons of custom rules for four different
example, an action that calls for a tinker roll kinds of expeditions here: Dungeon Crawls,
can only be rolled with a character’s tinker Battles, Intrigues, and Treks.
rating. Unlike regular narrative actions, these
actions have defined outcomes, and often
ask players to choose from a list of options
depending on their final roll.
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hitting the back of the altar in a way that looks a another system, you can usually pretty
little odd’. comfortably ignore them.
- Let characters wander on. Don’t force
characters to backtrack if they missed Abstract Map
something.
- Make sure characters enter with a clear goal. Draw or write out the chambers in your dungeon,
Dungeons need a compelling reason for and connect them with corridors. You can draw
characters to press on. each chamber out as a box without any specific
- Don’t waste time backtracking. Characters dimensions, then connect them with lines. You
that have passed over traps, hidden doors, don’t have to be a good artist, just be able to figure
journeys through darkness, etc can reasonable out how each chamber connects to another.
be assumed to go back through them again
without having to roll or play a scene out. In this setup, there’s no actual map for the
- Clearly communicate when characters are characters, and its physical geometry doesn’t
chasing a dead end. It’s ok to break the fourth matter too much. This is good when running
wall a bit to tell characters there is no more something like a wilderness area as a dungeon,
treasure or secrets to be found here. but can also easily be used to run traditional
- Make sure paths are clear for characters. An dungeons.
easy way to do this is always leave an open door
for them. If they need a key to progress, they Number each chamber, then write down the
should be able to intuit where to find it. If a size, look, details, points of interest, possible
bridge is down, they should be able to see the treasure, dangers, encounters, and mysteries
other side of the chasm. inside each box or on a separate sheet of paper. If
there are smaller zones or rooms inside those
BASIC STRUCTURE chambers, you can also detail those.
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On a 1 or 2, tick the clock up by 2 with oddly shape terrain effects (like lines) that
On a 3-5, nothing happens trigger if characters enter them. If they need to
On a 6, tick the clock down by 1. inflict more damage, they should trigger like a
once a round interrupt (ie once per turn),
You can also tick the clock up as a consequence, require a save and deal around 1d8 or 1d10
tradeoff, or complication from characters’ actions, damage.
and tick it down if characters take action to try to
move more quietly or mask their trail.
CARTOGRAPHY
In certain situations, you could also tick it up if
characters get into a fight (fights are noisy!) or This is a variant rule that’s pretty simple.
camp (they are spending a lot of time in one Characters don’t start with a map, but must make
place). their own and assign a cartographer.
If the clock fills up, characters get an The cartographer gets +1 xp at the end of the
encounter, then it resets. This could be a narrative session if they made an honest attempt to fulfill
or tactical combat, but doesn’t necessarily have to their responsibilities.
be something dangerous - it could be something
like a wandering merchant or a harmless but
curious monster. You can use encounter tables DEPTH
(write up a table using a d6, d8, d20 etc and
assign encounters to each number) or just have a
With this rule, dungeons have an assigned depth,
preset list of encounters for an area.
from 1-4. Depth is pretty abstract, but it’s tied
directly to chapter number. Challenges and
Do not use random encounters at all for anything
tactical combats in a dungeon of depth 1 are
the players need to progress through the dungeon
chapter 1, challenges in a dungeon of depth 2 are
- they should be a purely extraneous layer.
chapter 2, and vice versa.
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etc. Someone might have hired them to take wall to an extra-planar space. Assign every chamber in
rubbings, or map the dungeon, or clear a safe this dungeon a number or range of numbers on a
route through, or something similar. d20, until every number on the d20 is filled.
Whenever a door is opened, it leads to a random
If characters find a majority of the points of room each time it is opened (roll the d20) unless
interest, give them all 1 xp or a dust reward. If characters use the Navigate the Labyrinth action.
they get all of them, give them 2 xp or a higher
dust reward.
LAIR
Labyrinth A simple and classic variant of a dungeon crawl.
This dungeon is the lair of a huge, ancient, or very
In this dungeon, there is no map, and the spaces powerful monster (probably a Legend if you’re
between chambers is a twisting maze of passages. using tactical combat). When thinking about the
If you draw the map for this kind of dungeon, character of this dungeon and its rooms,
don’t connect the chambers at all, since characters chambers, and points of interest, they should all
can end up in any chamber from another one. relate somehow to this creature.
When characters move from any chamber of the Often, points of interest in these kinds of
dungeon to another chamber, the GM chooses dungeons offer additional ways to reach the
where they go. monster, potential allies, special ways to harm or
fight it, or ways to protect against its nastiest
Otherwise, characters that intend to go attacks, offering incentive for characters to
somewhere specific must used the following explore.
action:
On a 1-3, you get hopelessly lost. You end up in a Write each expedition in a box out on a piece of
brand new chamber you’ve never been to before, paper, then connect them visually to each other.
which the GM can choose. If characters have been You could draw it out in detail, or just draw lines
to all chambers, upgrade this to a 4-5 instead. between each box to show the connections and
On a 4-5, you can find your way to where you their nature. You’re basically setting up a new
need to go, but suffer a cost (light, time, supplies, dungeon, with each chamber of the dungeon
strain), must make a tradeoff, start a ticking clock, being a dungeon itself.
or suffer a complication.
On a 6, you get where you intended to go. Characters can’t tackle a mega dungeon all at
once, but only complete the individual expeditions
Usually there is a secret of the labyrinth that once at a time. When characters complete an
characters can figure out to avoid making this expedition in a mega dungeon, they should get a
action. chance to have some downtime and an interlude
to replenish their camps and renew their
Palace of doors resources. Decide how this is possible - maybe
they have a mobile camp, or there is an
A madcap variant of this setup. Doors in this underground settlement they can return to, or
dungeon are arkentech, ensorcelled, or connected they have access back to the surface quickly.
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Wonder
This is a simple rule that rewards characters for
exploring and finding points of interest. It adds
the following xp trigger for all characters for
narrative play. At the end of a session, ask this
question:
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A battle is played out in two, three, or five action
BATTLE scenes. Less scenes will mean a shorter battle.
Odd numbers are usually better but you can use a
A battle is an expedition where characters should 2 scene battle for a shorter and more manageable
be expected to take direct and often violent action, experience.
often in a conflict that is larger than they are able
to handle on their own. The rules here can be used Each scene is played sequentially, one after the
to represent a field battle, a series of fast-paced other, that advance some kind of narrative.
fights, a field battle, or a siege that lasts several Characters must advance in one direction but
days. might have a choice about the order.
Battles don’t necessarily have to involve Examples (each bolded phrase is a scene):
combat, especially tactical combat, every scene, - Characters must fight through the gates of
or even at all. It’s easy to think about situations the dark citadel, OR scale its walls. Once
where speed, daring, and physical action can be inside, they have to locate the throne room.
interweaved with fighting, or even stand alone Then finally, they must confront the Cinder
without any fighting at all. King.
- Characters must fight the battle of Arlen Loch
For example, a battle expedition can be used for throughout the day. In the morning they must
rescuing people from a disaster situation, a sports survive the assault, in the afternoon they
competition, or a trial of skill. must either blow up the bridge to prevent
enemy reinforcements OR help the left flank,
Usually there’s not much breathing room between and in the evening they must survive until
action scenes in a battle, so these expeditions are dawn.
good when pushing the drama and action to the - Characters must rescue the villagers of the
forefront. They can become exhausting if used valley from the encroaching volcano, and can
back to back unless you have a group that’s choose any order to check the temple, the
onboard for that sort of thing. village proper, and the lake for survivors.
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If the scene ends negatively, characters can save There might be combat involved, but the focus
nothing but themselves. should be on rescuing people and getting them
out of danger. To represent the encroaching
In the final scene, characters must fight to save threat, you can use a 6 or 8 segment clock,
everything they brought with them. If the ticking 1 segment up whenever characters take
scene ends positively, they can make it out of the action, move on to a new scene, or as a
battle with everything they saved, and possibly consequence of their actions. Whenever the clock
even win. If the scene ends negatively, go fills out, the situation gets worse and it gets
through each thing characters brought with them. harder and more dangerous to rescue people
A character must make a major personal (increase the risk of narrative actions, increase the
sacrifice worth at least as much as the thing size of clocks to rescue them, add reinforcements
they’re trying to save in order for that thing to to combats, etc). If this happens 3 times,
make it out safely. Otherwise, it’s lost. characters have to leave with whoever they’ve
managed to rescue and have to bail out on the
expedition.
Musou
This variant rule is purely for tone, and fits high-
SPORTS
powered characters and campaigns. In this rule,
only foes and challenges in actual action scenes This battle is a sports competition, using 2 or 3
are worthy of the characters’ attention. Whenever scenes. Each scene represents a half or quarter
characters transfer between scenes in a battle, of a sports competition.
characters should describe how they totally
blow through, overwhelm, or smash past Action: Scoring
all the obstacles and foes in their way. If you’re playing with this setup, put out two
clocks, representing the score for each side, with 4
Pit Fight or 6 segments. When characters take action
to try and score, tick the characters’ score clock
up, and tick the other side’s score clock up as a
This simple variant rule can be used for complication, tradeoff, or consequence.
gladiatorial fights or combat trials. In this variant, When a score clock fills up, reset it (extra
run an odd number of scenes, with each scene segments don’t ‘spill over’), and score 1 point for
representing a round of battle in the arena, and that side.
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Trial
This variant rule can be used for when the
characters are being judged as a whole. It could be
a divine trial in a dungeon set up by ancient
beings, a judgement trial by combat, a series of
tasks set up by a corrupt king, a friendly series of
sparring matches, or a series of tough
competitions.
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ticking clock, confrontation, or consequence that - What happens when characters are able to
will either slow them down or have dire personal confront what they’re looking for?
consequence. - What happens when the tension clock fills out?
- Is there a danger or opposing force to the
What this means depends on the intrigue you are players?
running. You can also set a failure state if the - Do you expect tactical combat in this intrigue at
tension clock fills up too many times (usually all? Communicate that to the players.
around 3-4 times).
Setup
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You can intentionally unmask yourself to gain Alternatively, characters can eliminate the
initiative and shock onlookers, destroying your suffering by taking the suffering into
disguise. If you do so, you get the benefits of themselves. This causes them to take a burden,
pushing yourself on your next narrative action depending on the nature of the illness. Characters
without spending effort (+1d or effect). You can might get sick themselves, or take an injury, or
also do this to resist an action as if you’d spent suffer from anger or resentment.
strain to avoid consequences. If you do this, you
can’t ever get your disguise back on the same
expedition.
Hunt
Action: Cover up
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In this variant, characters are pursuing a quarry make sure things go smoothly, rather than
of some kind - a bounty target, a wild monster, a negotiating directly.
fleeing criminal, or perhaps merely someone that
doesn’t want to be found. Figure how how many factions are present,
and what they want out of the negotiation. This
Run the investigation clock like normal, only works best with 2 factions, or an odd number, like
when the clock fills up, the final confrontation is 3 or even 5 (for more complicated expedition).
catching up to the quarry.
Instead of running one investigation clock, set up
Each time the tension clock fills up, an obstacle a shorter clock for each faction, representing
gets in the way of the characters. For example, the their needs or demands. These clocks can be
monster the characters are tracking starts an different lengths (an easy to satisfy faction might
avalanche, a corrupt inspector confronts the have a 4 clock, and a hard faction might have an 8
characters and tries to shut down their expedition, clock). When the clock fills up, that faction is
or the characters run into some unsavory types willing to negotiate in good faith.
who are also on the trail of their quarry and don’t
want competition. The investigation ends when the majority of
factions are willing to negotiate. In the case of a 2
Failure to avoid or confront the obstacle slows the sided negotiation, both sides must be willing.
characters down and makes their quarry more
prepared for them when they arrive. You can, as The terms that get worked out are usually in favor
always, set a failure state after the tension clock of the factions that have received aid from the
fills out 3-4 times to give characters a time limit. characters, ie the factions whose clocks are full.
Those factions get their demands met, in
If you’re intending to use tactical combat, it’s best some way.
to save a tactical combat encounter with the
quarry as the final confrontation - as doing so The tension clock in this scenario represents
communicates that characters can fight and win. factions or outside forces interfering with
If you want a monster to show up earlier to attack negotiations. When the clock fills out,
the characters (only to escape or get away), run it characters must act to prevent interference. If
as a narrative encounter and make it clear to the they fail to do so, the GM can adjust all clocks up
characters they can’t catch or pin down their or down 1 or 2 segments to represent this.
quarry in real tactical combat without completing
the investigation. You can set an interesting fail state with this
scenario by having a faction that nobody wants to
Variant: Chase work with, or that has malicious intent (like an
empire demanding surrender). When the tension
You can also run an inverted hunt as a chase. In clock fills up, they can fill their demands clock up,
this case, characters are the quarry, and are and if it ever fills, negotiations collapse in
fleeing from something. Instead of confronting their favor.
their pursuer, if they fill out the intrigue clock,
they escape. If the tension clock fills up too much,
they are caught.
NEGOTIATION
In this variant, characters are trying to broker
some kind of agreement between different
warring factions - a peace agreement, a settlement
of debts, a trade-off of prisoners, etc. Sometimes
characters are present as mediators, or guards, to
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Goal Setup
The goal of a trek is always to arrive at the For the players: Choose job and abilities, and
destination. When you’re leaving on a trek, make sure you’ve read your abilities and your
you’re usually heading out from a place of safety, camp fixtures. Then answer the following
but that’s not always the case. You may be questions.
traveling to a dungeon, traveling through a
dungeon, escorting a nobleman’s son home, - Will your character be tested by this journey?
undergoing a journey through a deep and - Is it personally significant to them in some
monster-filled swamp, or taking a shortcut way?
through an infested mine. - What does your character expect from this
journey?
When you embark on a trek, name the
destination, and if there’s any special caveats, You can let your GM know your answers.
like cargo or passengers you have to take with
you. When you reach the destination safely, the For the GM:
trek is over.
Set up each leg of the trek:
Treks are always dangerous or challenging - How long is this leg of the trip? Set a clock for
to some degree. Name the possible dangers and each leg.
challenges that lie ahead. - What kind of environment is on this leg of
the trip?
Structure - What dangers and challenges lie along this
leg of the trip? You may have already detailed
Treks are split into legs. An average trek has 2-3 this earlier.
legs. A longer trek has 4 or more, and very long - What points of interest are during this leg of
treks that might take multiple sessions to the trip?
complete have more. - Are there side activities, opportunities, or
rewards during this leg of the trip?
Each leg of a trek represents a period of time - What choices will characters have to progress
spent traveling through a different region with a this leg of the trip? Characters should always
different challenge, sights, people, etc. A leg can choose how to progress on their journey. You
include possible tactical combat, but the total trek should make sure to present them with options,
shouldn’t include more than 3-4 tactical combats even if that’s just a fork in the road, and to be
unless it’s very long. flexible when players improvise.
- Are there tactical combats in this leg, if
The GM sets up a clock for every leg of the trip you’re using them? If so, prepare any expected
with 1-4 segments. Each time characters fights, and decide what situations will trigger
complete a scene or accomplish a goal that them.
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GM pitfalls
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On a 4-5, you can get the info you need, but you
need to take a risk, expose yourself to danger, or
Additional Rules make a sacrifice or trade off to get it.
On a 6, you get the info you need with no
tradeoffs.
Here are more specific rules that can be used
depending on the tone of your game and the type
of trek you want to play through. SUPPLIES
Scouting You can use these rules when the Trek is through
a part of the world where supplies are scarce, like
a desert, deep dungeon, icy waste, or ocean.
If you want characters to have limited or unknown
information about the dangers in the next leg of Track two things on the camp sheet: supplies
their journey, you can use the Scouting action. and baggage.
The action can be taken by only one character,
once per leg, though they can receive help. - Supplies are an abstract resource that
represent food, medicine, parts, etc.
Action: Scout - Baggage are situations, facts, or objects that
could potentially slow the group down or make
If the dangers ahead are unknown or them require more supplies, such as sickness, a
unclear, the GM can call for a one character to broken cart, an NPC they are escorting, or a
make an action roll to gather information (study lack of warm clothing, etc. When you get
tomes, recall survival info, charm the locals, baggage, describe it briefly on the sheet.
sense the terrain, etc). Decide what you’re looking
for (paths, terrain, possible monsters, etc). Make To move on through a leg of the trek,
the roll and check the final result. characters need at least 2 supplies, +1 for every
baggage currently affecting them. Otherwise,
On a 1-3, you can get the info you need, but will even if characters fill the clock out, they can’t
immediately get into danger or trouble. advance.
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To advance, characters that lack supplies have to On a 4-5, choose: same as above, but you can
take some action to gain supplies or to gain 2 supplies instead, OR gain 1 supplies, no
clear the baggage affecting them. To a clear complications.
baggage, characters can play a scene out, make an On a 6, you gain 2 supplies with no
action roll, or make a tradeoff or hard choice, as complications
offered by the GM, and depending on the nature On a 6, 6, you gain 2 supplies and can also
of the baggage. There are some actions below ignore the effects of 1 piece of baggage.
that characters can use for this.
Action: Push through
Starting supplies: When characters lack supplies to move on to
Characters usually start with all the supplies they the next region, they can make the following
need for a trip. This can be made harder if they choice on how to progress:
start with less, or start with some baggage (maybe - Take baggage equal to the difference in
they’re escorting a nobleman’s son, or refugees, or supplies needed. Detail them. This can’t be
have a broken wagon, for example) done for the final leg of a journey.
- All characters take strain equal to the supplies
Gaining supplies: needed. This strain can be resisted as normal.
Characters can gain supplies or make tradeoffs - The GM can offer characters an opportunity,
with the actions detailed below this section. trade-off, or hard choice in order to gain the
supplies necessary to progress.
Losing supplies:
When character advance a leg of a trek, they lose
Action: Make things complicated
all the supplies they just paid to advance.
When a character would take any amount of
strain, consequences, or a burden from their
Characters might also lose 1 or even 2 supplies
actions, the GM can offer baggage instead.
during the course of their actions as
consequences, tradeoffs, or choices that they
make. Optional rule: Limited Camps
Losing baggage: With this rule, characters can camp any time, but
If you dump baggage, you’re not necessarily camping costs 2 supplies +1 per point of baggage.
physically getting rid of it - it just stops being an
issue or a burden.
TIME LIMIT
Action: Forage
Once per leg of a trek, your group can forage The Trek has a time limit - perhaps characters
for supplies. Either make a team action to look have to reach somewhere fast, are trying to outrun
for supplies, or designate one person a forager something, or are taking a limited opportunity.
(they can receive help as normal). You hunt, fish, This can be represented with a clock (usually with
scavenge, pick up food, herbs, etc, or just scrape 6, 9, or 12 segments), which starts full and you un-
what you can from your environment. Make an tick as time progresses. When the clock is empty,
action roll (strain the land for resources, study characters have run out of time and suffer the
the dirt for animal traps, endure cold weather, consequences, which could mean failing their
etc). goal.
On a 1-3, you find 1 supplies, but they are in a A basic setup is to have a clock with a number of
dangerous, challenging, or contested location. segments equal to the number of legs + 2 or 3. For
Perhaps they’re at the top of a waterfall, or example, you could have a 6 segment clock for a 3
guarded by a monster, or you’re not sure if they’re leg trek. Untick one segment each time characters
poisonous. Back off and lose them, or play a scene advance through a leg of a journey, and untick a
out to see if you get them. segment when offering characters a tradeoff,
opportunity, moral choice, or as a bad
consequence or complication of their actions. For
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With this rule, characters can’t automatically Characters have something to escort: an actual
move on to the one of all of the legs of the journey caravan, goods, a group of soldiers, a valuable
without beating, avoiding, or surpassing some beast, food, aid, passengers, an NPC, or an object.
challenge - such as a huge cliff, a massive The ‘caravan’ has a wear clock (with 4,6,8,12
monster, a valley full of stampeding beasts, a river segments as normal). Moving from one leg of a
of lava, etc. journey to the next ticks the wear clock up by 1.
Longer clocks indicate more durable caravans.
This does slow down the pace of the game, so it’s
important to make sure that a gatekeeper is an The clock can also be ticked up as a consequence,
interesting or dramatic set piece or challenge. tradeoff, or choice for characters’ actions.
Characters shouldn’t be barred from moving on Characters can untick the clock by taking action,
completely but shouldn’t be able to make it out making tradeoffs, or playing out scenes to
unscathed if they just barrel through. reinforce, heal, or repair the caravan.
Any time, you can check the clock and see what
Peaceful trek condition the ‘caravan’ is in:
- No wear, or 1 segment: Excellent condition
This is a very simple variant rule. There is no - Under half full: Good condition
tactical combat or combat or any kind expected on - Half full or more: Poor condition
the trek. The problems characters will face may be - Full: Falling apart
dramatic, dangerous, stressful, or painful, but
won’t involve fighting. The condition of the caravan could affect
characters’ pay, the state of NPCs, morale, the
quality of supplies or food being delivered, etc.
There and back again
If the clock is full and the caravan would gain
more wear, it is lost, destroyed, injured, etc until
This is a variant rule to use when characters must
repaired or recovered.
arrive at their destination and then return using
the same route. It helps speed up play. It’s a
Optional rule: Random Wear
simple rule: when returning, if characters are
When you advance a region, roll 1d6. 1-3: Wear
using the same route, skip any costs they have to
advances 2, 4-5: Wear advances 1, 6: Wear
pay, and only play out the problems,
advances 0.
dangers, or situations that they failed to
resolve, confront, or overcome on their
way over. Otherwise, you can just ‘montage’
them back to their starting point.
Patrol
This is a simple variant. Characters are tasked
with completing tasks or solving problems in at
least two or three legs of the journey. Make sure a
leg has only one major task if it has one. If
characters move on without confronting or
resolving it, the situation is either left to chance or
progresses on its own, usually for the worse.
Caravan
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Monsters are dangerous and beyond reasoning
with. Though some have some shred of
intelligence, they are motivated by hunger, pain,
survival, or a supernatural desire for destruction.
Monsters typically can’t be bargained with
and have simple motivations for violence
(food, territory, aggression, or survival). In many
cases (but not all), monsters will fight to the
death.
Kin
FOES
Banditry and highway robbery is steadily
increasing in the Churning Age, with the large
number of blights and the decreasing safety of the
roads. Mountain bandit, lowlander, or coastal
The ruins that litter Arden Eld and churn beneath pirate clans will often organize and maintain large
its surface are sometimes peaceful, hollow affairs - hideouts, where they will periodically raid nearby
full of dust and destroyed monuments to a dead towns for loot and captives to ransom. In the
empire. More often than not, however, they are ruins themselves, some adventurers make a living
host to innumerable monsters that slither, crawl, not only off the ruins, but also off robbing their
and stalk through their hallways, born of the fellow adventurers. In the cities, wealthy criminal
Doom that befell the Arken Empire and the grand syndicates, sometimes masquerading (or acting
technomagical projects they undertook. These openly!) as guilds, pursue enrichment at all costs,
ruins can be deadly places despite the riches they running kidnapping schemes, forcing labor, or
offer, and occasionally when a ruin surfaces, it using debt to control large numbers of people.
disgorges hordes of monsters that eventually boil
over into the surface world, called a Blight. Mistrust has reached the point that some towns
Minor Blights can deform and destroy the and cities have begun eyeing the legacy of the
landscape and threaten nearby villages, towns, Arkenlords, arming themselves for what they see
and cities, and every few decades a blight surfaces as a coming grand conflict between Kin. War
that can threaten large portions of the world. Left between city states or towns, so rare between Kin
alone, the borders of a Blight will steadily grow, in the Green Age, is becoming more common and
and turn the world above into a mirror of below - increasingly severe in scale. Some powerful towns
poisoned, twisted, and crawling with monsters. or city states see themselves as inheritors of an
imperial legacy, with the warlords helming them
Monsters titling themselves a new Emperor, seeking to
unite the cities by force into Arden Eld’s first
The creatures that stalk the halls of the ruins are a nation. The ambitions of these self-styled
mix of mundane beasts that have been warped by Imperials remain unfulfilled - for now.
the ruins’ influence, native fauna that have grown
accustomed to dungeons, terrifying horrors from When Kin commit or threaten violence, it’s
beyond the realms of understanding, and the always motivated. Kin can be bargained
remnants of the old empire, animated by the with (even if that bargain on your end is giving
ruins’ magic. up all your money or throwing down your
weapons in surrender!), they’re people after all.
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Kin will almost never fight to the death and classes. When those statistics are different from
will often flee or surrender if their lives are the usual, it’s listed in each job’s stat block.
threatened.
• Heavy: Slower, melee focused enemies that
Monsters and Kin defend their allies with their higher hp and
traits like Vigilance and True Strike.
In combat, there are a few rules to apply to • Skirmisher: Fast, mobile, short ranged
monsters and kin: enemies that deal high damage but are fragile
themselves. Have many traits like Stealth,
1. Kin always have reasons to fight. If their Evasion, Finishing Blow, and Dodge.
demands or desire are met, then they are willing • Leader: Foes that improve the combat
to bargain or avoid a fight. capabilities of their allies or heal them. Have
2. Kin will surrender or flee, potentially traits like Diaga (the NPC version of Cure),
ending a tactical combat, if they have suffered Shelter, or auras that improve or move their
heavy losses or see there is no chance they will allies
win. Typically this is easy to judge as a GM, but • Artillery: Long range, slow enemies that
make a call when Kin are outnumbered 2 to 1 or become powerful if left alone. Deal the highest
more than half their forces have been defeated. damage but relatively little defense or health.
Sometimes Kin have a special flee condition. Have traits like Pierce, Overdrive, Aetherwall,
3. Kin won’t kill without a reason. and inflict Blights
The most important rule to stick by is that Within each class, a foe also has a Job, much like
monsters are never people, and people are a player character. Unlike player characters, there
never monsters. are scores of foe jobs, which describe anything
from axe-toting warriors to giant birds.
Intelligent Monsters
Basic jobs and Factions
If monsters are intelligent, or can bargain, or are
characters in their own right, treat them like ICON provides a large number of Basic Jobs
Kin. Give them a reason to fight, a reason to kill, that are ‘generic’ jobs you can adapt to your game,
and decide when they will surrender or flee. Their such as soldier, monk, priest, blaster, etc. These
bargaining demands might be more extreme (flee jobs are simple and flexible and fit a lot of
my tomb or perish) but make sure they are clear. different fantasies and roles. They generally
describe how a foe functions in combat, with the
How to use this section details and flavor left up to you - so you could
make a soldier that is an armored knight, or a
soldier that is a giant ant. If you’re trying to fill an
In tactical combat, foes in ICON have statistics
enemy roster out, you can’t do much better than
such as HP or armor, abilities, and actions just
using basic foes. You can even make an entire
like player characters. On their turn, they can take
combat from basic foes with no issues.
2 actions and move, also just like player
characters. Unlike player characters, they are
Many other foes belong to Factions. Factions
limited to a few basic actions and the
describe a whole group of foes, like the lightning-
actions in their profile, and they are also
powered undead Relict, or the giant Jotunn.
much simpler.
These factions have unique mechanics, and fight
in ways that reinforce those mechanics.
Class
Factions all have a template you can apply to a
Foes in ICON can be sorted into four classes.
basic foe to make it part of that faction. For
Each class grants every job its general statistics,
example, all Jotunn (being giants) are size 2, so
and are roughly equivalent to the four player
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Factions also have their own unique powerful • Repeatable X: This action is repeatable any
Elite and Legend fights. number of times in a turn, ignoring the no
repeats rule.
Generally factions are meant to be fought on their • Multimark: This mark can apply to any
own due to having more mechanics than basic number of characters. It can only still be applied
fights, though you can mix and match them if you once per character.
feel up to the challenge. • Recharge X+: After this ability is used, it can’t
be used again until it recharges. Roll a d6 at the
start of the foe’s turn. Recharge abilities when
Special classes
the recharge die number is at the listed number
There are a few special classes for foes in ICON
or above. Only roll 1d6 then check for all
that change the gameplay of foes up slightly:
abilities.
• Foes can never choose to take a slow turn unless
• Mob: Mobs are weak, numerous enemies with 1
specified
hp. They can be used for a more ‘heroic’ feeling
• Player characters can sometimes save to avoid
game where characters cut down enemy after
effects from foes right away.
enemy. They can overwhelm characters in
• Foe stances refresh automatically
numbers. When you take an enemy turn, you
• Foes cannot randomly critical hit with attacks
can take a turn for up to 5 mob-type foes. Mobs
unless specified. If they do, they deal +[D] like
deal flat damage, are removed from the
players, typically.
battlefield when defeated, and don’t trigger slay
• Foes have combo abilities like players, but for
effects when defeated.
foes they are a sequence of abilities. Each part of
• Elite: Elites are more powerful foes that take
a combo must be used on different turns, and
two turns and have increased hp. They are akin
they loop back to the start after the last part is
to ‘mini-boss’ encounters in a role playing game,
used.
representing a more powerful or skilled enemy.
• Legends: The most powerful foes in ICON.
Foes may have additional or unique tags.
Legends are fights worthy of an entire group,
and meant to represent legendary warriors, or
huge and ancient monsters, such as wyrms, Large Foes
giants, or elder demons. They take multiple Some foes are larger than size 1. These foes have
turns, have phases (different actions and the following rules:
abilities based on different situations), deal high • AoE abilities they use can count any of their
damage, and have high hp. spaces as an origin space. Bigger foes can choose
whether to be affected by any of their own area
abilities
Chapter and foes
• AoE abilities used against a large foe can only
affect them once, even if two of their spaces are
All foes are gated by Chapter (I-III). Later chapter hit. For example, a large character hit by an
foes represent more powerful, rare, or complex attack and area space of an AoE ability is only
opponents. Lower chapter foes will occasionally affected by one or the other (the ability owner
gain additional abilities in later chapters.
can choose).
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• Abilities that affect a large foe affect it if only For example: “This foe is a Knuckle. It’s a heavy so
one of its space is in range (or an affected area, it has Fortify, giving it Vigilance, and also has the
like a terrain effect). Rook trait which allows it to grant cover.”
• Foes larger than size 1 ignore engagement from
and can move through but not end their turn in The second time or further characters fight any
smaller objects and characters. foe, full information (abilities, statistics, etc) is
• Large foes must have their whole space over a available to them, though that information does
Pit in order to be affected by one. not have to be current. You can simply show
players a stat block if you like. For example,
Foe Statistics characters can know a Soldier’s hp and armor, but
not its current hp in every round of combat.
Foes all have statistics that are very similar to
player characters (VIT, HP speed, etc). The You can play with full information all the time if
statistics are generally the same for all jobs of the you wish. Some groups feel like this can take some
same class, but sometimes have differences, which of the mystery out of fighting a powerful foe for
are noted above a foe’s traits. the first time, while other groups prefer having
better tactical decision making available to them.
Foes that start with less or more health don’t gain
more or less VIT - it stays the same. Mobs, Elite, and Legends
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Ignoring chapter
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CREATING INTERESTING Deployment and reinforcements.
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the goal zone, they win. Characters fail if they character or an objective that must be
haven’t taken their escort to the goal in six extracted.
rounds.
• Gauntlet: Player characters start at one edge Combining scenarios
of the map and must end their turn in an
objective zone at the other end of the map to If you’re comfortable with scenarios and have a
escape. Characters that do so are removed from more experienced group, you can combine them.
the battlefield. All characters must extract by For example, you can run a King of the Hill
the end of round 6 to be fully victorious - any objective zone with a VIP. Doing so significantly
characters left behind are defeated, captured, ups the complexity of a fight and probably
etc. Use 2x the enemy budget for a normal fight. shouldn’t be done with an inexperienced group.
Deploy the normal budget of enemies at the first
round, then bring in half at the start of the
second round, then half more at the start of the SETTING
third
• Holdout: Characters must try and survive. Use The other thing to think about when designing a
2x the enemy budget for a normal fight. Deploy memorable fight in ICON is setting - the unique
the normal budget of enemies at the first round, location, set-piece, or terrain that the fight takes
then bring in half at the start of the second place in.
round, then half more at the start of the third. If
characters aren’t totally defeated by the sixth This starts with the battlefield itself. Battlefields
round, they win. that have cover, interactables, objectives, terrain
• King of The Hill: Characters must try to hold of different heights, difficult or dangerous terrain,
a central zone as much as possible. Place a or odd shapes will be far more interesting than a
single zone in the center of the map. At the end plain empty field.
of the round, a side scores 1 point if they have
more characters in the zone than the other side. Asymmetrical battlefields can also be more
Most points at the end of seven rounds wins. interesting than perfectly symmetrical ones. Try
• Scavenge: Place objectives around the map running a fight in a battlefield that is made up of
equal to the number of players plus one. Evenly oddly space platforms, or a room that is a U-
distribute them as much as possible. Mark out shape, or a room that is several underground
two goal zones, one close to where player chambers split up by narrow doors and
characters deploy, and one close to where foes impassable floor-to-ceiling walls everywhere else
deploy. Characters must pick up and carry the (a classic dungeon-crawling scenario).
objectives back to their goal zones. At the end of
six rounds, whichever side has more objectives Try to fill at least half your battlefield with points
in its goal wins. Objectives outside of goals don’t of interest. Interactive objects and terrain of
count, even if a character controls them. all types (difficult, dangerous, elevation,
• VIP: Characters must defeat one to three impassable, pits) can be used to fill out a map. It
specific foes. If these foes are not defeated by may be helpful to review the terrain section on pg.
the end of round six, the players fail. XX before planning to create an interesting fight
• Extraction: The same as above, but once setup.
defeated, VIPs become an objective that must
be brought back to a goal zone. Use a smaller SET PIECES
map or fewer VIPs.
• Hunt: A VIP scenario, except the VIP is You can also use the world of your game to add
hidden in one of 3-5 interactive spaces on the interesting and dynamic environments for your
map. The GM secretly chooses which before players. Think about them like a backdrop for a
the start of the game. Characters can reveal fight in a movie, game, or book. The drama’s best
whether the VIP is present or not by spending when there’s something cool going on in the
an action on or adjacent to that space, placing background!
the VIP on the map adjacent to that space if
successful. The VIP then either becomes a
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Not every fight needs set pieces or a unique - A fight in a dungeon with sectioned off rooms
setting, but they can certainly help make things and interactive levers to open or close heavy
memorable and switch things up for players. doors, which are destructible objects that can
be lowered or raised.
Here’s a list of ideas for interesting set pieces to - An ambush in which player characters place
get you started. You can use these to create or their characters on the map before NPCs, and
brainstorm your own ideas for making dynamic NPCs can deploy in any space that’s not
fights. adjacent to a player character
- A fight in a pitch black map that permanently
For effects that use damage, you can use either 2 blinds all characters. Characters can pick up
damage (for low damage) or a d6. Make the torches that give them aura 3. Characters in the
damage piercing, divine, or increase to 2d6 or 3d6 aura can be targeted normally and also ignore
depending on how severe you think it is. blinded in the aura.
- A fight in a mountain hall with enormous
- A fight on four islands or platforms, with pillars of impassable terrain that go floor to
bridges between them. The rest of the map is ceiling splitting up the room.
dangerous terrain (like lava, etc). - A fight in a room that’s filling with water,
- A fight in a forest with a large number of old creating difficult terrain in more of the map
and enormous trees (height 3 objects). Some round by round until eventually the whole map
are rotten and destructible, and destroying is pit spaces.
them makes the tree collapse and damage/stun - A fight next to an ancient statue that targets a
characters in a line 5 area facing away from random character with a huge energy beam
where the attack was made. every round. At the end of that round, if that
- A fight with more foes that normal, but split the character isn’t in cover, they are shot by the
foes into two factions that are also hostile to beam and take damage in a huge area.
each other as well as the player characters. - A fight where the map is split into quarters. At
- A fight on floating islands or rocks. Characters the start of the round, a random section is
can interact with a teleporter in the middle of marked, and at the end of that round, that
each island to teleport to different islands. section erupts, explodes, or is hit by artillery.
Flying characters can move on the map - A fight on a very steep cliff or hillside, or
normally, but other characters that are shoved against a strong wind that counts as difficult
or teleported off islands are left clinging on to terrain moving in one direction, but has no
the edge closest to where they moved off, effect moving in another.
counting as being inside a pit. - A fight in a city street with civilian NPCs that
- A fight in a crumbling, sandy cave, where the can be hit by attacks and abilities. Civilians flee
walls are all destructible objects with 1 hp. towards one side of the map at the start of the
- A fight in a long, narrow tunnel. Characters can round, and characters must be careful not to
hit destructible objects to collapse sections of hurt them.
the ceiling, damaging and stunning characters - A fight in the middle of a battlefield where
in certain areas and creating difficult terrain. players can interact with objects on the map
- A fight with an extra sleeping Elite foe in the (raising flags, blowing horns, etc) to call in
middle of the map that is hostile to all factions. artillery or reinforcements.
If the Elite takes damage it wakes up and joins - A fight in a canyon where both sides are
the fight - or it wakes up on its own at the start elevation 3 terrain and the center of the map is
of round 4. a long pit.
- A fight during an earthquake, where pits and - A fight in a burning building, with patches of
poisonous geysers have a random chance to dangerous terrain (fires) that inflict the
appear in each quarter of the map each round. burning blight.
- A fight in a trap-filled catacomb, where - A fight in an underground cavern, where at the
entering certain spaces will trigger traps that start of round 2 the center collapses into a huge
stun, damage, or inflict statuses on characters. pit.
Characters can search for traps in range 2 by - A fight at a dam, which has destructible
spending their standard move or 1 action. sections. Destroying the dam creates a huge pit
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GLOSSARY OF FOES
All foes have the following statistics and traits, depending on class:
Heavy Leader
Vitality: 10 Vitality: 10
HP: 40 HP: 40
Speed: 3 (Dash 2) Speed: 4 (Dash 2)
Defense: 5 Defense: 8
Fray damage: 4 Fray Damage: 3
[D]: 1d6 [D]: 1d6
Fortify: At the end of their turn, gains vigilance Diaga (1 action): An ally in range 4 can end a
1. status or blight. If that ally is bloodied, they also
Armor X: Reduce all damage taken by X gain vigor 1.
(Typically Armor 3) Shelter: +1 boon on saves
Artillery
Skirmisher Vitality: 8
Vitality: 6 HP: 32
HP: 24 Speed: 3 (Dash 2)
Speed: 4 (Dash 4) Defense: 6
Defense: 12 Fray Damage: 4
Fray Damage: 3 [D]: 1d8
[D]: 1d10
Overdrive 4: All attacks after round 4 are
Skirmish: Can move diagonally, and dash moves critical hits on hit [+D].
full speed Aetherwall: Gains automatic cover against all
Dodge: Immune to damage from missed attacks, attacks that originate outside of range 2 from
area effects and successful saves. them (Cover grants resistance against ranged
attacks, reducing it by 1/2)
Slip (1 action): Remove self from the battlefield,
then return within 1 space.
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Unique Templates:
Mob
You can make any foe without the Mob trait a
Mob with this template. It doesn’t work well on
all foes. It stacks with other templates.
Elite
You can make any foe without the Elite trait an
Elite with the following template. It stacks with
other templates:
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BASIC JOBS
These jobs are flexible and can be used for simple, easy-to-run foes that can fit into any scenario or faction
encounter. You can use these jobs to describe any person, monster, or beast that a character runs into,
with a little adjustment to flavor. If you want to fit these jobs into a faction, you can apply a faction
template.
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A foe that becomes vastly more powerful when gains resistance against that ability. The monk
attacking from stealth. Can cross great distances may then teleport adjacent to that ally.
instantly.
Traits: Skirmisher, Dodge Punishment (1 action, melee attack): On hit:
[D] + fray. Miss: fray. Effect: Becomes a critical
Umbra (1 action, ranged attack 4, +1 boon): hit (+[D]) against pacified foes.
On hit: [D] +fray Miss: fray. Effect: If made from Pressure point (1 action, repeatable): A foe
stealth, blinds foe, is a critical hit (+[D]), and in range 4 is branded. If already branded, they are
ignores cover. pacified.
Dark Arts (1 action): Swap places with an ally
in range 3, teleporting. Priest
Nocturne (2 actions, end turn): Teleport 8, Divinely infused foes with the power to return
then gain stealth and evasion until the start of the defeated allies to the battlefield.
shadow's next turn. Traits: Shelter, Diaga
Divine Presence: Immune to stun
Assassin
A fighter that uses clone summons to evade and Holy (2 actions, blast 1, range 4): Autohit:
attack. [D] + fray. Miss or area effect: fray. Effect: Foes
Traits: Skirmisher, Dodge inside are branded. Branded foes must save or
become pacified.
Shadow Slip (interrupt, requires a shadow Redempta (2 actions, 1/combat): Target
clone): Trigger: When targeted by an attack. defeated ally in range 4 and remove
Effect: Gain evasion against that attack, then after incapacitated. They stop being defeated and
the attack resolves, teleport to the space of a return with 50% hp. They can act normally and
shadow clone and replace it, removing the clone take a turn starting next round.
and gaining stealth. This interrupt can be Shield of Faith (2 actions, mark): Allied
repeated as long as there is at least one shadow character in range 3 becomes marked, and gains
clone. sturdy and resistance while marked.
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Traits: Shelter, Diaga piercing damage for every space they move
Aura of Shielding: Aura 1. The abjurer and through difficult terrain during this shove.
allies in the area have dodge Wild Growth (1 action, range 6, recharge
6): Terrain effect: Create a blast 1 area of difficult
Cleansing Bolt (1 action, ranged attack, terrain. The difficult terrain provides cover for
cross 1, range 5): Autohit: fray damage. Miss or allies.
area Effect: fray. Effect: Does not damage allies.
Deals bonus damage for each ally caught in its Judge
area of effect. A tough foe that protects allies with a portable
Cleansing Charm (1 action, terrain effect): shrine and martial arts.
The Abjurer places a charm in a free space in Traits: Shelter, Diaga,
range 3 that lasts until the start of its next turn. Other: Sturdy
Allies that end their turn adjacent to the charm
can clear a status or blight. Justice Fist (1 actions, melee attack): On hit:
Empower Shield (1 action, stance): The [D]+fray. Miss: fray damage. Effect: Foe is
Abjurer becomes immobile, but their aura of branded. Shove 3 against branded characters.
shielding increases to aura 2 and also grants Collide: Foe is stunned.
cover. They can exit this stance as an action, and Chastise (1 action): Effect: A character in range
also exit if shoved or stunned. 6 takes 1 piercing damage. If that character
attacks before the end of their next turn, they take
Diviner [D] piercing damage and this effect ends.
A fortune teller that relies on allies, fate, and the Shrine of Sanctuary (2 actions, recharge
power of the stars to set up attacks. 6): Summon a height 1 shrine object (10 HP,
Traits: Shelter, Diaga attacks automatically hit). While adjacent to the
shrine allies have resistance.
Wild Card (1 action, ranged attack 5, multi
mark): Autohit: 1 damage and the foe is marked. Saint
Mark: a card attaches to the target. The next time A pacifistic foe that prefers to prevent any
the target is hit by an attack, the card explodes in violence from happening at all.
a blast 1 aoe explosion centered on them for [D] Traits: Shelter, Diaga
+fray. Foes within must save or become branded. Other: Defiance
Then, the mark clears.
Weaken (1 action): A foe in range 5 is pacified. Martyrdom: When defeated, grants vigor 1 to all
Bend Fate (1 action): The Abjurer chooses an allies in range 2.
ally in range 5. Until the end of their next turn,
attacks gain +1 curse against that ally, and that Starcall (2 actions, ranged attack, arc 6 +
ally gains +1 boon on attacks. blast 1): Autohit: [D]+fray and foe is branded.
Area effect: fray
Greenseer Gentleness (2 actions): The Saint becomes
A foe that draws upon the natural world to call immobile and gains aura 2 until the start of is next
forth overgrowth to hinder and harm their turn. All damage dealt from characters inside the
enemies. aura is reduced to 1.
Traits: Shelter, Diaga Immaculate (2 actions, recharge 6): An ally
Greenwalker: Immune to difficult terrain in range 5 becomes Intangible until the end of its
next turn.
Greenwrath (1 action, melee attack or
ranged attack 6): Attack: On hit [D]+fray. Cantrix
Miss: fray. Effect: Deals bonus damage and A charismatic foe that can strongly empower a
inflicts branded if a character is inside dangerous single ally with the power of their voice.
or difficult terrain. Traits: Shelter, Diaga
Vine lash (1 action): A character in range 6
must save or be shoved 4 in any direction. On a
successful save they are shoved 2. They take 1
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Discord (1 action, ranged attack 8, pierce): Seismic Crusher (1 action, line 6): Non-
Autohit: Fray damage. flying characters are shoved to either side of the
Chant of investiture (2 actions, stance): An line. Collide: fray damage
ally in range 8 is marked by the Cantrix and gains Upheaval (1 action): Summon a height 1
resistance, sturdy, and +1 boon on all attacks and boulder object or a pit in free space in range 6.
saves while in range 8 of the Cantrix. While in this
stance, the Cantrix is immobile and must spend 1 Storm Caller
action during their turn to maintain this stance. It A foe that draws on water aether to summon a
ends if the Cantrix is shoved or stunned. storm and deny a large area of the battlefield.
Hypnogogia (1 action): A character in range 8 Traits: Overdrive 4, Aetherwall, Slip
of the Cantrix becomes pacified. If already Other: Flying
pacified, the character becomes unable to dash
until the end of their next turn. Geyser (1 actions, ranged attack 8, cross 1,
Escape (1 action) : The Cantrix swaps place pierce): On hit: [D]+fray. Miss or area effect:
with a marked ally fray. Effect: Summon a pit in a free space in the
area. Effect: Attack target is frostbitten.
Frosbitten characters are shattered.
Artillery Frozen Spear (1 action, line 4, range 6):
Foes take 2 piercing damage and one foe is
frostbitten. Frostbitten foes take 2 piercing
Blaster damage, twice.
A fiery foe that hurls blasts that greatly harm Summon Storm (1 actions, terrain effect,
grouped up enemies. recharge 6+): Summon a blast 1 terrain effect
Traits: Overdrive 4, Aetherwall, Slip in range 8. While inside, characters are
vulnerable+ and the area is difficult terrain. The
Blast (2 actions, ranged attack 8, blast 1, storm caller can redirect any of its storms with 1
pierce): On hit: 2[D]. Miss or area effect: 1 action, moving them up to 3 spaces, then dealing
damage. Effect: Deal 2 piercing damage again to fray damage to any characters in their area.
all characters for each character caught in the
area. Effect: Attack target is burning. If attack Rift Dancer
targets a burning character, increase blast size to A foe that uses lightning aether to zip around the
2 battlefield and harass enemies.
Embers (1 action, blast 1, range 6): Area Traits: Overdrive 4, Aetherwall. Slip
effect: 2 piercing damage and one foe in the area
becomes burning. Burning foes take 2 piercing Dissonant Bolt (1 action, line 6, pierce): On
damage, twice. hit: [D]+fray. Miss or area effect: fray. Effect:
Flash (1 action): A character in range 8 is Attack target is electrified. Electrified characters
vulnerable. Vulnerable foes take 2 piercing can be teleported 1.
damage and become burning. Flash step (1 action, repeatable): Teleport 3,
then deal 2 piercing damage to a foe in range 3
Seismatist Crackling Wall (1 action, recharge 6): The
A foe that draws on earth aether to create terrain Rift Dancer creates a line 3 dangerous terrain
and smash enemies. effect in range 4. Electrified characters must save
Traits: Overdrive 4, Aetherwall, Slip when attempting to pass into the space or be
Stoneskin: Resistance when adjacent to an unable to move into it for the rest of the turn.
object
Chaos Wright
Rumble (2 actions, ranged attack, arc 6+ A foe that can inflict a high number of blights,
blast 1, pierce): On hit: 2[D]+fray. Miss or area enabling its allies.
effect: fray. Effect: Deals bonus damage for every Traits: Overdrive 4, Aetherwall. Slip
adjacent object or pit. Effect: Attack target is Other: Phasing
poisoned. Poisoned foes are shattered. The Old Blood: Immune to blights
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Chaos Shard (1 action, ranged attack 6): On A foe that throws out arcing blasts of energy,
hit: character is inflicted with all four blights. bouncing between enemies.
Miss: Character is inflicted with two blights of this Traits: Overdrive 4, Aetherwall, Slip
wright’s choice. Effect: If already blighted,
character takes 2 piercing damage once, then is Lob (1 action, ranged attack 8, pierce): On
shoved 1 space, once, for every blight they are hit: [D]+fray. Miss: fray. Effect: Ignores cover.
inflicted with. The shoves can be in different One or two different foes in range 4 from the
directions. target foe also take fray damage.
Chaos Rift (1 action): Create a pit in free space Flash (1 action): A character in range 8 is
in range 3. The pit is also dangerous terrain. vulnerable. Vulnerable foes take 2 piercing
Chaos Storm (2 actions, range 6, blast 1): damage and become burning.
Remove all characters in the area from the Fell Shot (1 action, repeatable): Mark an
battlefield, then place them in any space within unoccupied space in range 8. Area effect:
range 3 of their original location. Characters that enter that space or start their turn
there are struck by a projectile, taking 2 piercing
Disruptor damage twice, and ending this effect.
A foe that relies on magnetic power to move
around its enemies. Alchemist
Traits: Overdrive 4, Aetherwall, Slip A foe that uses chemical power to dissolve and
disrupt enemy formations.
Magnetism (1 action, ranged attack 8): On Traits: Overdrive 4, Aetherwall, Slip
hit: [D]+fray. Miss: Fray. Effect: All characters in Insulated: Immune to damage from terrain and
range 2 of the foe are shoved 1 towards or away terrain effects
from that character (Disruptor chooses).
Anchor (1 action): An ally in range 6 is shoved Spray (1 action, ranged attack, close blast
4 spaces towards the Disruptor with phasing. 2): On hit: [D] +fray and inflict poisoned. Miss or
Disrupt (1 action, mark): A character in range area effect: fray. Effect: Attack target explodes
8 is marked. While marked, they take 2 piercing shoving adjacent characters 1 away from them
damage, once, for every adjacent character every and dealing piercing fray damage to them
time they end their turn. Volatile Mix (1 action): The Alchemist chooses
a foe in range 6. At the end of that foe’s next turn,
Scourer they explode, taking 2 piercing damage and
A foe that uses bursts of overwhelming power to dealing 2 piercing damage to all other characters
focus down one enemy and deny them cover or in range 2.
shelter. Sticky solution (1 action, close blast 1,
Traits: Overdrive 4, Aetherwall, Slip recharge 5+): Area becomes difficult terrain for
the rest of combat
Scour (2 action, ranged attack 8, pierce,
mark): On hit: 2[D]+fray. Miss: fray. Effect: Justicar
Mark the target. Attacks against the marked target A strong artillery foe that punishes its enemies
for the rest of combat gain +1 boon, deal bonus for keeping their distance.
damage, ignore cover, and inflict shattered. This Traits: Overdrive 4, Aetherwall
effect does not stack.
Boiling Bolus (2 action): Create a blast 1 Bolt (1 action, ranged attack 8): On hit: [D]
terrain effect in range 6. Characters in the area +fray. Miss: fray.
take piercing fray damage as an area effect when Vile (1 action): A foe in range 5 is vulnerable,
the area is created. The area is difficult terrain and and must save or take take 1 piercing damage for
new objects cannot be created in the area. The each space they move until the end of their next
area lasts until this ability is used again. turn.
Riven (1 action, mark): Mark a character in
Sapper range 8. At the end of that character’s turn, they
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Sniper
A hard hitting, simple artillery foe that can do
high damage every other turn if left alone.
Traits: Overdrive 4, Aetherwall
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HP: 64
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BASIC LEGENDS
Phase II
As Phase I but Charge becomes 3/round.
DEMOLISHER
Additionally gains the following traits:
The Demolisher is pure strength and rage Frothing Mad: Attacks gain +1 boon and can
personified. It can be used to represent critical hit (+[D]). Always attempts to focus on the
particularly colossal warriors, giants, or huge closest foe. Can choose if multiple characters are
armored beasts. close.
Enrage: +1 action
HP: 40 per player character (min: 80) Great Lash (1 action, 1/round): The
Demolisher whips a chain or hook around all foes
Legendary Heavy: Armor 3. Gain use vigilance in range 5. They are shoved 3 spaces towards the
twice a round. demolisher.
Other: Size 2, Sturdy
Great Strength: The Demolisher’s abilities have
Collide: Foe is dazed. Dazed foes take [D].
NOCTURNAL
Legend: Takes 1 turn after every player character The Nocturnal relies on extreme mobility and
takes a turn. If slow, only one of its turns is fear to strike down its foes. It can be used to
affected. represent winged demons, master assassins
Juggernaut (Free action, 1/round): Clear a gargoyles, or other vicious and mobile foes.
status, mark, or all blights affecting this character.
HP: 24 per player character (min:48)
Phases: Starts in Phase I and enters Phase II
when bloodied. Legendary Skirmisher: Has the dodge and
skirmisher traits.
Phase I Hunter in the Mist: Attacks are a critical hit (+
Pound (1 action, true strike, melee attack, [D]) against characters with no allies or allied
range 2, combo): On hit: [D]+fray. Miss: fray summons adjacent
damage. Deals bonus damage for each: character
is winded, dazed, or stunned. Legend: Takes 1 turn after every player character
• Battle Shout (1 action, end turn): End turn. If slow, only one of its turns is affected.
turn. Characters in range 3 take fray damage Juggernaut (Free action, 1/round): Clear a
and are shoved 1 towards the Demolisher. status, mark, or all blights affecting this character.
• Massive Impact (2 actions, melee
attack, close blast 1): On hit: 3[D]+fray. Phases: Phase change triggers at the start of each
Miss or Area effect: [D]+fray. Effect: Attack round. The Nocturnal starts in phase II and can
target must save or be stunned. shift up or down one phase (so it can’t shift from I
Hurl Boulder (1 action): Effect: A foe in range to III for example). It must shift phases.
3 takes 2 damage and is shoved 1, then create a
height 1 boulder object next to them. Has the following actions in all phases:
Lash (1 action): The Demolisher whips a chain,
hook, or weapon around a foe in range 5, shoving The Horror (1 action, melee attack): On hit:
them 3 spaces towards the Demolisher. [D]+fray and shove 1. Miss: fray damage. Effect:
Charge (1 action, 1/round): Dash 4 in a May teleport up to 3 spaces before or after the
straight line. All characters the Demolisher passes attack.
over are shoved 1 to either side and take fray Rake (1 action, area effect, line 4,
damage repeatable): Foes in the area take fray damage.
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The Nocturnal may teleport to any space in the HP: 20 per player character (min 40)
area after this action resolves.
Disappear (2 actions, 1/round): Remove the Legendary Leader: Once a round can use
Nocturnal from the battlefield and place them in Diaga.
any free space. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Phase I Juggernaut (Free action, 1/round): Clear a
status, mark, or all blights affecting this character.
Clinging mists: The Nocturnal has aura 2. If
there are no other characters in the aura, it gains Unique Minions: The Master summons
stealth at the end of its turn, and has evasion. Minions.
Paranoia (1 action, multi mark, 1/round): A Minion
foe in range 6 is marked. While marked, they Defense 8, 1 hp
cannot target allies with abilities and effects. A Summon Action: Once a round, at the start
character can save at the end of their turn to clear of the Master’s turn, the Master may move all
this mark, ending it on a success. minions 3 spaces.
Amygdala (1 action, 1/round): All foes in Summon Effect: Characters take 2 piercing
range 3 are forced to flee. They must save or be damage, once, for every minion they start
shoved 2 spaces in a direction of the Nocturnal’s their turn adjacent to, then are shoved 1 in a
choice. At the start of their next turn, even if they direction of the Master’s choice.
saved successfully, the Nocturnal can shove them
2 in a direction of its choice. Phases: The Master starts in Phase 1, and goes
into Phase 2 until the end of the next round when
Phase II all it’s minions are defeated (Great minions do not
Blood drain: Attacks ignore vigor against count).
bloodied foes and gain +1 boon
Great Fell Shot (1 action, 2/round): Mark Phase I
two unoccupied spaces in range 8. Area effect: Summon Minion: When starting combat in this
Characters that enter that space or start their turn phase, or when entering it, summons 4 minions
there are struck by a projectile, taking 3 damage per player character, which can be placed in any
twice, and ending this effect. This area lasts until space on the battlefield not adjacent to a
triggered. character.
Lurk in the Shadows: The Master is
Phase III intangible. Characters can pass through and end
Embrace (2 actions, 1/round): An adjacent their turn in its space. If all its summons are
foe must save. On a successful save, they are destroyed, it is immediately forced into phase 2,
shoved 1 and take [D]+fray. On a failed save, they placing any characters sharing its space into free
take divine damage equal to 50% of their max hp. adjacent spaces, or as close as possible.
Either way, this attack can’t take them below 1 hp. Looming Shadow: The Master’s has aura 1. The
Open Wound (1 action, multimark, 1/ space is difficult terrain for hostile characters and
round): A foe in range 4 is marked. While allied characters spend 0 movement to cross
marked, when that foe is shoved, they take fray spaces in the area.
damage. A foe can save against this effect at the
end of their turn, ending the mark. Minion Assault (free action, pierce, melee
attack):. On hit: [D]. Miss: 1 damage. Effect:
Deals 1 additional piercing damage once for every
minion adjacent to the target.
Master Barrage (1 action, close blast 1): Area effect:
Piercing fray damage. Allies are immune.
The Master represents a monster that commands
a legion of lesser minions, such as an enormous
spider, a warlord, or a relict necromancer.
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Great Puppeteer (1 action): All allies in a Legend: Takes 1 turn after every player character
close blast 1 area of the Master may dash 3 spaces, turn. If slow, only one of its turns is affected.
then deal 1 piercing damage to an adjacent foe Juggernaut (Free action, 1/round): Clear a
Promote (2 actions, 2/round): Destroy one status, mark, or all blights affecting this character.
minion and replace it with Great Minion.
Great Minion Phases:
Size 1, 20 HP, Defense 8, Sturdy. Starts in Phase I, then moves up a phase at the
Summon Action: 1/round during the start of each around, looping back to Phase I after
Master’s turn, it can move 3 spaces and attack III.
an adjacent character (true strike, melee
attack, on hit: [D]+fray and shove 1, miss: Phase I
fray). Cataclysm: At the start and end of the round
create 2 rock spires, height 1 objects, in free space
Phase II within range 2 of a foe.
When entering Phase II, the Master returns to
phase I at the end of the next round. Raze (1 action, melee attack, Arc 4): Attack:
On hit: 2[D]+fray. Effect: Attack target is
Aether bomb (1 action, 2/round): Summon a vulnerable. Miss or area effect: fray.
blast 1 terrain effect, which cannot overlap with Swat (1 action): A foe in range 2 must save or be
another Aether bomb. When the Master changes shoved 3 and shattered. On a successful save, they
phases, all aether bombs explode and are are shoved 1. Collide: also Stunned
destroyed. Characters within must save or take Aether Split (1 action, close blast 1): Area
2[D]+Fray damage, or [D+fray on a successful effect: Deal 2 damage to all foes, then teleport 2
save. Eruption (1 action, 1/round): A Rock spire in
Barrage (1 action, close blast 1): Area effect: range 5 emits a close blast 1 pool of blight.
Piercing fray damage. Allies are immune. Adjacent characters take 2 damage. The spire
Reposition (1 action): Shove an adjacent gains aura 1, which is difficult terrain.
character 1, then dash 2
Rally (2 actions, 1/round): The Master Phase II
summons a height 1 Rally Point in range 3. As Phase I, but:
Rally Point Soar (free action, 2/round): Fly 3 spaces in a
Size 1 object, destructible (10hp) straight line
Object effect: Aura 1. Minions in the aura Scorch (1 actions, 2/round): Choose a
are immune to all damage and Minion Assault character in range 6. At the end of that character’s
against characters in the area deals maximum turn, the Razer shoots an energy blast at them for
damage. a blast 1 explosion area effect. Characters within
must save. On a successful save, they take [D]
+fray. On a failed save they take 2[D]+fray. Rock
Razer spires in the area are destroyed.
Phase III
A powerful and destructive being, such as a
As Phase I and II, but :
flying wyrm, an arch-wright, or an ancient
demon.
Radiance: When this phase triggers, remove the
Razer from the battlefield, then place them in the
HP: 32 per player character (min 64)
center of the battlefield, or as close as possible. On
their turn, they can dash 1 space, but otherwise
Legendary Artillery: Has the aetherwall trait.
can’t make any other movement. All characters
Once a round, as a free action, can remove itself
not in cover from the Razer take 3 Divine damage
from the battlefield and return in free space in
at the end of their turns.
range 5.
Other: Flying
Elden Chaos: At the end of the round, the Razer
fires a beam of pure ancient chaos. The beam is a
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FACTIONS
Factions represent common types of foes that can be found across Arden Eld, from the undead Relict to
the spirit-like Hobs. All factions have the following features:
• Template - This template tells you some basic features about the faction. You can apply it to any basic
foe to run them as part of this faction
• Special Mechanic - A special rule that changes how this faction fights
• Faction jobs - Most factions have a unique job for each class. Each has a number of variants, split up
by chapter, that change how the job plays. To use this jobs, pick a variant and use it as written.
• Uniques - Factions all have unique foes, split up by factions, as well as unique elites and legend fights.
• Trophies - Factions have unique trophies you can gain by fighting them. Each unique legend fight has
a trophy or two associated with it.
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Occasionally more senior chroniclers are sent to Fist of Fury (1 action, melee attack): On hit:
retrieve or locate dangerous or powerful [D] + fray. Miss: fray. Effect: Becomes a critical
artifacts that were stolen or lost from the hit (+[D]) against dazed foes.
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Roundhouse kick (1 action): An adjacent foe vulnerable and electrified. Ignores cover against
is shoved 1 in any direction, including diagonally. electrified foes.
Temple Bell (1 action, summon, end turn, Deluge (1 action, repeatable): The inquisitor
delay): The Bell Warden ends their turn and dashes 2, then deals 2 piercing damage to a foe in
gains Delay: Their next turn must be slow. At the range 6
start of that turn, summon a temple bell in a free Expurgation (1 action, end turn, delay): The
adjacent space. Inquisitor ends their turn, chooses a blast 2 area
Temple Bell in range 6, and gains Delay: Their next turn must
Size 1 object be slow. At the start of that turn, that area erupts
Object effect: When summoned, or when a with lightning. Area effect: Characters inside
character collides with it, releases a massive must save or take piercing fray damage, once, for
ringing. All characters in range 2 except the every character in the area, or just once on a
Bellkeeper must save or become dazed. Dazed successful save. Electrified foes fail the save.
characters take [D]+fray damage. This effect
can’t trigger more than once a round. Multiple
bells can be summoned at once. Churner
Churners are the great melange of shop-keeps,
Yaman dungeon guides, map-makers, cooks, pack-
Warrior-nuns and monks that live on the mules, and other camp followers that make up
mountains, training in martial arts and the nomads that follow the dungeons. Every
strengthening their bodies through rigorous diet dungeon of a certain age and level of fame has a
and exercise. They tend to be more than a little churner camp perched along its edge, and its
eccentric. garish tents and colorful shop signs are a
welcome sight to many.
Traits: Skirmisher, Dodge, Great Faith
Roppo: The first time on any turn a foe takes an Churners are more likely than other cultures to
action in range 2, the Yaman may dash 2, then get into dangerous, dirty, or disreputable work,
deal 2 damage to an adjacent foe. and the more ruthless of them treat adventurers
as a never ending stream of disposable marks,
Axe Kick (1 action, +1 boon range 2, melee easy pickings for an enterprising entrepreneur.
attack): On hit: [D]+fray. Miss: fray. Effect:
Critical hit (+[D]) against bloodied foes. Churners are well prepared for nearly any
Hurl Boulder (1 action): A foe in range 4 takes situation, which usually mean recognizing when
fray damage, is slowed, and is shoved 1. it’s time to cut and run.
Izuna Drop (1 action, end turn, delay): The
Yamen takes a pose, then gains Delay: Their next GREAT CULTURE: Stack Dice: Once a
turn must be slow. At the start of that turn, they combat, when the Churner would roll a random
may dash 2. Then, if a foe is adjacent, they may d6 as part of an ability, they can choose which
removes themselves and that foe from the number to roll. A Churner can always spend 1
battlefield, then places both of them back in free action to roll 1d6 and move (not dash) that many
space adjacent to each other in range 3. The foe is spaces.
stunned and takes 2[D]+fray.
Uniques
Inquisitor
Lightning-wielding relic hunters of the Doorkicker
Chroniclers, who are sent out in search of Relic thieves and scouts who specialize in
dangerous artifacts to recover and imprison in breaking doors, locks, and mechanisms to get
the Chambers. prospective adventurers deeper into dungeons.
Traits: Overdrive 4, Aetherwall, Slip, Great Faith Traits: Skirmisher, Dodge, Stack Dice
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Knee in the back (1 action, melee attack): Tranquilize (1 action, ranged attack 6 or
On hit: [D] +fray, Miss: fray. Effect: Critical hit if melee attack): Autohit: fray damage and foe is
made from stealth (+[D]). pacified. Pacified foes take [D]+fray instead.
Blackjack (1 action): An adjacent foe is slowed. Grappling hook (1 action): The Guide
If made from stealth, this action also deals fray teleports adjacent to a summon or object in range
damage. 3. Alternately, it can teleport adjacent to a foe in
Prowl (1 action, end turn): Dash 1 and gain range, and that foe becomes branded.
stealth Double Time (1 action): Roll 1d6. The Guide
Wild Gamble (1 action): Roll 1d6. Dash exactly chooses a number of allies equal to half that
that many spaces in a straight line, or as far as number, then shoves them a number of spaces
possible, then deal damage equal to the spaces equal to that number in any direction.
moved, twice, to an adjacent foe. If no foes are
adjacent, deal no damage. Shopkeep
The most noble of Churner professions, and the
Deep Farmer most common. Though sometimes derided as
Dour Churners who make a living out of growing price-gouging opportunists, a lot of shopkeepers
various rare and exotic dungeon flora - which come from old and honorable families and
unfortunately only grow in the warped aether of recognize the necessity of preparation for a
dungeons. This requires a great deal of caution, dungeon trip as an essential part of safe
bravery, and expertise. expeditions, making sure their prices are fair,
and their shops well-stocked.
Traits: Fortify, Armor 3, Stack Dice
Traits: Shelter, Diaga, Stack Dice
Raze (1 actions, melee attack, true strike,
range 2): On hit: [D]+fray. Miss: fray. Effect: All Ban from the shop (1 action, ranged attack
foes in range 2 take 2 damage. 4, multimark): Autohit: fray damage. Foe is
Swing Shovel (1 action): Roll 1d6. An adjacent marked. While marked, if they end their turn in
character takes that much damage, and is shoved the shop’s aura, they take [D]+fray divine damage
half that number of spaces. Collide: Foe is instead.
stunned. Chastise (1 action): Effect: A character in range
Fertilize (1 action): The Deep Farmer chooses a 6 takes 1 piercing damage. If that character
space in range 2. At the end of their turn, this attacks before the end of their next turn, they take
space grows into a mushroom object. [D] piercing damage and this effect ends.
Mushroom Open Shop (1 action, end turn): The
Size 1 object Shopkeep opens their shop, a size 1 object
Object effect: Aura 1. Characters in the summoning it in an adjacent space. It lasts until
spore-filled aura other than the Deep Farmer the shopkeep is defeated or this ability is used
choke and are winded. again.
Pull Vegetable (1 action, end turn): The Shop
Deep farmer pulls out a massive vegetable by the Size 1 object
roots. Its next attack deals bonus damage and Object Effect: No fighting in the shop. Aura
stuns on hit. Stunned foes are critically hit (+[D]) 1. Characters in the area are pacified+.
Object Effect: While the shop is active, any
Guide character in the aura can use the Rummage
Savvy and seasoned dungeon explorers with the action, which ignores pacified.
wits not to get into the adventuring business Rummage (1 action): The Shopkeep
Tend to go the other way when the action starts. rummages in their shop and throws
something at a foe in range 3. Roll 1d6.
Traits: Shelter, Diaga, Stack Dice 1. 10 foot pole: Character takes 2
Aura of Freedom: Aura 1. The Guide and allies damage and is shoved 2
in the aura are immune to terrain effects, pits, 2. Lantern: character takes fray
difficult, and dangerous terrain. damage and becomes electrified
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3. Ration: character takes 1 damage. Get Down! (Interrupt 1): Trigger: An ally
Place the ration in an adjacent space. takes damage that would reduce them to 0 hp.
A character can eat it by entering its Effect: The Guard can dash 3. If that puts them
space and using 1 action to gain vigor adjacent to their ally, that ally goes to 1 hp
1. instead, and the guard takes divine damage equal
4. Bomb: Area effect: blast 1, deals [D] to 25% of their max hp.
+fray damage and inflicts burning.
5. Strange mushroom: character Mace (1 action, true strike, melee attack):
takes fray damage, becomes poisoned On hit: [D]+Fray. Miss: fray.
and branded. Shield Strike (1 action, repeatable): An
6. Choose two adjacent foe is shoved 1 and must save or become
winded. Winded foes take [D]. Collide: Foe fails
the save.
Guilder On the Spot (1 action, recharge 6): The
Though the cities of Arden Eld are few, they are Guard chooses a space in range 3, which could be
growing in both size and influence. With no real under themselves. While standing on the spot, the
counties or kingdoms, they are the closest thing Guard has resistance. This effect lasts until this
to nations across the great Green. Their citizens ability is used again.
tend to be proud, loyal, and hardworking, even if
a little packed in. Sky Knight
Knights from the great guild academies.
Though diverse in both rule and character, the Renowned explorers and merchants that swear
cities are largely dominated by the great Trade oaths of valor on their swords, the sky knights
Guilds and their fleets of airships, and the serve the colleges and will throw their lives down
Colleges with their trained Wrights, machines, in service of progress, science, and protection.
and clockwork.
Traits: Fortify, Armor 3, Strive
The highlords of the guilds and colleges are
powerful indeed, and pursue their own agendas Oath Sword (1 actions): On hit: [D]+fray.
and machinations with great vigor. Though Miss: fray. Effect: Deals bonus damage and winds
many are high minded and truly believe in ideas on hit if the knight is bloody.
of progress, equality, and wealth for all, others Strike (1 action): An adjacent foe is dazed.
are more cynical, worldly, or greedy, and are not Dazed foes take fray damage.
above employing ruthless tactics to accomplish Stinger (1 action): The Sky knight dashes 2
their goals. spaces in a straight line, then deals 3 damage,
twice, to an adjacent foe. This action can only be
GREAT CULTURE: Strive (free action, 1/ taken if there are no foes adjacent.
combat): Until the start of their next turn, the Valiant (2 actions): The Sky Knight dashes up
Guider increases the distance of any dash, teleport to 6 spaces in a straight line, phasing through
or flight by +3. characters. Foes they pass through take [D], are
dazed, then shoved 1 to either side.
Uniques
Aeronaut
Guard Elite crew of the airships and dwellers of the
City militia and watchmen, sometimes on the teetering city spires of Arden Eld’s great cities.
payrolls of the Great Guilds. Aeronauts use aether powered gear to soar, dive,
and spin in midair during work and combat.
Traits: Fortify, Armor 3, Strive
Hold the Line: If the Guard ends any turn Traits: Skirmisher, Dodge Strive
without attacking, they gain Sturdy and Vigilance Aerial Acrobat: If an attack misses the
+1. Aeronaut, they may deal 2 damage to the attacker,
then fly 2
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Strafe shot (1 action, ranged attack 5, +1 All islands dabble in a little light piracy here and
boon): On hit: [D] +fray. Miss: fray. Effect: May there, mostly from the soft and cargo-laden ships
dash 1 before and after the attack. Ignores cover of the great guilds, and pirates and freelance
and deals bonus damage against bloodied foes. brigadiers are often viewed as local heroes.
Double tap (1 action): The Aeronaut flies 3
spaces in a straight line. At the start and end of In times of trouble or scarcity, particularly
their movement, they may deal fray damage to a hardened or unscrupulous Jarls may order raids
character in range 3, choosing different characters on coastal villages. These can often turn into
each time. bloody affairs, and the Jarls into warlords.
Blinding grenade (1 action): A foe in range 3
is blinded. Blinded foes take fray damage. GREAT CULTURE: Bravado (free action):
Takeoff (1 action, stance): The Aeronaut This character takes damage equal to 50% of their
launches into the air. While in this stance, they max hp, but immediately gains +1 action. If this
are flying and have evasion. They lose this stance would defeat them, it reduces them to 1 hp
if they are hit by an attack. instead.
Aerothurge Uniques
Highly skilled wrights that are navigators of the
airships. Airships fly not on air, but on currents Cook
of Aether, so only someone highly skilled and All self respecting islanders know how to eat and
with a great degree of sensitivity can guide them cook properly. Cooks hold an extremely high
safely around its surges and storms. position in Islander culture, the highest of which
sit next to Jarls, the rulers of the great islands.
Traits: Aetherwall, Overdrive 4, Slip, Strive
Traits: Shelter, Diaga, Bravado
High Pressure (2 actions, ranged attack 6,
blast 1): On hit: fray damage, three times. Miss Hot Griddle (1 action, melee attack): On hit:
or area effect: fray. Effect: Can target one end of a [D]+fray and foe is burning. Miss: fray. Effect:
portal. If so, the attack travels through the portal Foe is branded. Effect: Critical hit (+[D]) against
and is then retargeted to a new space or character burning foes.
within range 3 of the other end of the portal. Flapjack (1 action, repeatable): The cook
Whisk (1 action): A foe in range 6 becomes summons a flapjack in range 4
vulnerable, then is teleported 1. Vulnerable foes Flapjack
are teleported 3 instead. Size 1 summon, intangible
Aether Portal (1 action, recharge 6): The Summon Effect: A character moving into
Aerothurge chooses any two free spaces on the the flapjack’s space can pick it up, removing
battlefield and links them with glowing portals. it. That character gains defiance. A character
Portal that already has defiance gains vigor 1. A
Size 1 object character with vigor becomes unstoppable
Object effect: Any character adjacent to a until the end of their next turn.
portal can spend 1 space of movement to Cook up a storm (2 actions): The Cook
teleport adjacent to the other linked portal, or creates a blast 2 terrain effect until the start of
vice versa. their next turn. Foes in the area are shoved
outside the of area when it is created. The area is
dangerous terrain for foes, provides cover for
Islander allies, and allies that end their turn in the area
may end a status or blight, then gain vigor 1 if they
Brave, hardy, and adventurous folk, the are bloodied.
islanders are not ones to shy away from trouble.
Every one of the Thousand Isles is a stunningly Sailor
diverse place - from it’s people, to its food, to its The great mass of sailors, pirates, raiders,
sights and sounds, to its dangers. crewmen, and pilots of the great islander fleets.
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The greatest sailors of the Thousand Isles are deep oceans of Arden Eld. Their catch feeds the
legendary in skill and have many a perilous atolls, but requires entire teams to haul ashore.
voyage under their belt.
Traits: Aetherwall, Overdrive 4, Slip, Bravado
Traits: Fortify, Armor 3, Bravado
Salty: When the Sailor deals self damage, they Spear (1 action, pierce, ranged attack 6):
gain vigor 1 after taking the damage. On hit: [D]+fray. Miss: fray. Effect: No ranged
attack penalties for adjacent foes. If attacking an
Bloody crescent (1 actions, true strike, adjacent foe, deals bonus damage.
melee attack, arc 3): On hit: [D]+fray. Miss or Backflip (1 action, repeatable): The
area effect: fray Harpooner dashes 1. If there is an adjacent foe,
Sea Legs (1 action): Shove all adjacent increase this dash to 3, and shove that foe 1.
characters 1 space in the same direction. Foes that Net (1 action): The Harpooner creates a net
collide are dazed. Dazed foes are stunned. terrain effect in a free space range 6. The net
Plunder (1 action, repeatable): The Sailor space is treated as a pit.
dashes 1, then deals 2 damage and shoves an Main Harpoon (2 actions): A foe in range 6
adjacent foe 1, must save or take 2[D]+fray, become shattered,
Send to Erenhelion (2 actions, true strike): and be shoved until adjacent to the Harpooner.
The Sailor winds up for a massive blow. An On a success, the foe takes [D]+fray and is shoved
adjacent foe must save or take 3[D]+fray and 1 towards the harpooner instead.
become dazed, or just [D]+fray on a successful
save. Effect: The Sailor takes damage equal to
25% of their max hp. Leggio
Doom Diver Part warrior clan, part merchant enclave, and
Donning capes of serpent scales or sealskin, the part theatre troupe, a Leggio caravan is a
doom divers make sport of diving for treasures, magnificent (and relieving) sight to all across the
food, and pearls in monster-infested waters. Green. The Leggio caravans are the lifeblood of
Arden Eld, for without them, far off towns and
Traits: Skirmisher, Dodge, Bravado settlements isolated by dungeons and growing
Nimble: Has evasion unless suffering from a blights would be starved of supplies, medicine,
status and food. Their arrival in a town is part circus,
part festival, and part market day.
Spear Slash (1 action, range 2, melee
attack, +1 boon): On hit: [D]+fray. Miss: fray. The caravans occasionally accept shady
Effect: Deals bonus damage to foes at range 2. business, sometimes out of profit, sometimes out
Slide (1 action, repeatable): The Diver dashes of desperation - transporting dangerous, rare, or
4 with phasing, dealing 2 damage to all characters illicit goods. Rarely, and usually due to some
it passes through traumatic event, a wagon abandons the ways
Dive (2 actions): The Diver chooses a foe in and strictures of the Multicolored Titan, and
range 4, then removes themselves from the turns to banditry and thievery. These rogue
battlefield. At the end of that foe’s next turn, that wagons abandon the caravan and become
foe must save as the Diver descends, dealing [D] similar to pirates - though they sail the seas of
four times on a failed save, or twice on a grass and stone instead of water.
successful save. Lower this damage by [D] for
every adjacent ally of the target, which could GREAT CULTURE:
cause it to do no damage. Then, place the Diver in Acrobatics (free action): Dash 2. This action
any free space in range 2. can interrupt and split up other actions or
movement.
Harpooner
Sturdy hunters that sail out in search of the Uniques
megafish and sea monsters that populate the Storyteller
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Elders of the Caravans, who keep and carve the Lancer’s Splendor (2 actions, stance): The
lore and lineage of the families that make it up rider takes a magnificent pose and gains aura 2.
into the side of the wagons. The rider and allies in the aura are sturdy and
deal bonus damage with all abilities.
Traits: Shelter, Diaga, Acrobatics
Acrobat
Story Staff (1 action, melee attack, range Workers who maintain the caravans while they
2): Autohit: fray damage and foe is pacified. are on the move, requiring great dexterity and
Pacified foes instead take [D]+fray. agility. In town, they often perform.
Felicity (1 action, multimark, combo): An
ally in range 4 is marked. When marked, and at Traits: Skirmisher, dodge, Acrobatics
the start of the storyteller’s turn, the marked ally
may dash 1. Tumbling: Moving up terrain costs no
• Fleet (1 action): An ally in range 4 may dash movement. Can phase through characters and
4, ignoring all movement penalties and terrain doing so costs 0 movement.
effects Partner Work: Aura 2. When the Acrobat
Heroism (2 actions, stance): The Storyteller dashes, an ally in the aura may also dash 1.
gains aura 2. Allies in the aura gain +1 boon on all
saves and may save against statuses at the start Spinning kick (1 action, melee attack):
instead of end of their turn. Repeat the following effect three times: Dash 1,
then deal 2 damage to all adjacent foes. Must
Monster Rider move in the same direction.
Braves of a family, usually young, who tame the Cartwheel (1 action): The Acrobat dashes up to
massive beasts the Leggio must battle with 3 spaces, then deals damage to an adjacent foe
during their journeys through the blights. equal to the number of spaces it dashed.
Monster taming is a time-honored tradition and Acrobatics (2 actions, stance): The acrobat
without it, many of the great wagons would lack takes a nimble stance. While in this stance, they
a way to move, as most normal animals don’t gain evasion, and when targeted by an ability,
have to the strength to pull them. may dash 1 after the ability resolves.
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• Dive kick (2 actions, end turn): The ‘negotiate’ favorable trade deals. When pushed
Pole fighter dashes 1, ending this stance. An into desperation by surging dungeons or
adjacent foe is stunned and must save or untamed blights, Yeokin towns are occasionally
take 3[D]+fray, or [D]+fray on a successful abandoned, those remaining turning to any
save. means necessary to survive.
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returns to Arden Eld, but a welcome one. Their Nearly all villages in the Green practice martial
owners are typically stocky and no-nonsense. arts for self defense against roving monsters
(and, more recently, bandits). Many of them
Traits: Aetherwall, Overdrive 4, Camaraderie have secret scroll arts, some of which have
produced secret warrior societies that predate
Flaming Cocktail (1 action, range 6, cross the Shades.
1): On hit: [D]+fray. Miss or area effect: fray.
Bar Brawler (1 action, stance): The Barkeep Traits: Skirmisher, Dodge, Camaraderie
gains counter and sturdy. Any time a character
ends their turn adjacent to the barkeep in this Whirling Blade (1 action, ranged attack 4,
stance, they must save or take 2 piercing damage +1 boon): On hit: [D]+fray. Miss: fray. Effect: A
and be shoved 1. This stance ends at the start of different foe in range 3 takes fray damage. Critical
the Barkeep’s next turn. hit: All foes in range 3 take fray damage.
Barrel Roll (1 action, end turn, delay): The Shadow clone (1 action, summon): Summon
Barkeep chooses a direction, ends their turn, then a shadow clone in a free space in range 3, an
gains delay: Their next turn must be slow. At the intangible size 1 summon. Foes adjacent to a
start of that turn, they roll a barrel in a line shadow clone at the start of their turn take fray
pattern drawn in that direction from 2-6 spaces. damage from the clone. Clones disappear at the
Characters the barrel passes through take piercing end of combat or if the Shinobi is defeated.
fray damage and are shoved 1 to either side. When Shadow Swap (free action): The Shinobi
the barrel ends its movement, it explodes for a swaps places with a shadow clone, teleporting
blast 1 area effect, dealing [D]+fray piercing Raiton (1 action, recharge 6): The Shinobi
damage and shattering all characters within. calls down lightning on a foe in range 6. At the
end of that foe’s turn, they take 3 damage, five
Village Priest times and are blinded. Reduce this damage by one
Village priests of the local temples, who typically time for every other non-summon character in
pay homage or worship to the local hobs or range 2, which could cause it to do no damage.
spirits of nature. These temples are closely tied to
the land and may be built around a great tree, or
a holy rock, or a sparkling waterfall.
Shinobi
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Special mechanics
Legion of the Dead: Relict are a legion of
mindless husks, cursed with an undying existence.
This gives all relict except Legends the following
traits:
• This character has a chance to rise again when
defeated. Roll 1d6 at the start of each round that
this character is defeated. On a 4+, this
character gets back up at 25% hp, returning it
from defeated, and can take a turn normally this
round. If defeated again, this character
disintegrates and is removed from the
battlefield. If all characters with this trait are
defeated, it deactivates.
• All Relict can shuffle and dash 1 space at the
start of their turn as a free action. When they do
this, all other relict in range 2 can also dash 1
space in the same direction, then deal 1 damage
to an adjacent foe.
• For every point of Relicts in an encounter, you
can add two Husks to a fight
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sacrificed their very souls for the purpose of the different relict in range 3 from the Grafter takes
Great Work. [D].
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them left them unstable, undead weapons that gains +1 curse on attacks and saves unless
were not meant to last long. adjacent to an ally. If they end their turn adjacent
Unstable: When defeated, explodes in a blast 1 to an ally, they can pass a save to clear this mark.
explosion centered on the wraith. Characters Possess (2 actions, recharge 5+): The Silent
inside take [D] piercing damage, twice, as an area one moves into and shares the space of an
effect. The wraith is then removed from the adjacent foe, possessing them. While possessing
battlefield. Create a pit in the area it vacated that character, they are intangible, share its space,
Scouring beam (2 actions, ranged attack, move when it moves. They can still take actions
line 10, pierce, recharge 6): On hit: [D]+fray normally, but can’t leave the possessed character’s
twice. Miss or area effect: fray, twice. Effect: All space. The possessed character takes a free action
foes in the area are shattered. Effect: All terrain at the end of its turn, which the Silent One
height 1 or lower in the path is destroyed. chooses: dash 3 in any direction, deal [D]+fray to
an adjacent character, or become pacified. A
Chapter 3 character can save to remove this effect at the end
All gain Eternal Rage: When defeated, instead of their turns, and if successful becomes immune
remain at 1 hp and become intangible until the to it for the rest of combat. When possession ends,
end of their next turn. At the end of that turn, the silent one appears in a free adjacent space.
become defeated.
AUTOMATA
Blasphemy War machines used to kill in the wars of the old
Heretic Sorcerers who glimpsed the Black Sun. Imperium, powered by soul amalgams. Ruthless
So powerful that they were entombed in specially and cold killing machines that trampled the lands
bound iron coffins. The coffins float uncannily of kin in times past.
until broken open.
Iron Coffin (Interrupt 1): Trigger: When Speed: 2 (Dash 1)
bloodied. Effect: the coffin breaks open. The
Wraith becomes intangible until the end of its Traits: Overdrive 4, Aetherwall
next turn and immediately triggers Overdrive. Relict Traits: Legion of the Dead
Finger of Death (2 actions, ranged attack 8, Automata: This character always attempts to
Recharge 6): On hit: 5[D]+fray. Miss: 2[D] attack and focus on the closest foe at the start of
+fray. Effect: This attack can’t lower a character its turn.
past 1 hp.
Lightning Bolter (1 action, Ranged attack
8): On hit: [D]+fray and electrify. Miss: fray.
Uniques Effect: Ignores adjacency penalties for ranged
attacks. Foes in range 2 of the target take fray
damage.
Chapter 1+
Discharge Bolt (1 action): The Automota
shoots a line 8 area effect. Characters in the area
SILENT ONE are electrified. Electrified characters take [D]
Remnants of children, the elderly, or the Full auto (2 actions, stance): While in this
mournful dead, who crave warmth and stance, the this character’s is immobile, but all
company. their attacks deal bonus damage, pierce, ignore
cover, and gain +1 boon. They lose this stance if
Traits:Shelter, Diaga, Defiance, Shelter they are shoved or moved for any reason.
Relict Traits: Legion of the Dead Speed Clip (free action, recharge 6): The
Ethereal: Phasing, and has resistance unless Automata enters Full Auto.
there’s an adjacent foe.
FUSED
Mournful Wail (1 action, ranged attack 6): A massive relict made up of multiple, fused souls,
On hit: [D]+fray and foe is pacified. Miss: Fray unfortunates mashed together due to network
Fear (1 action, multimark, repeatable): malfunction or malicious soul grafting.
Mark a foe in range 6. While marked, that foe
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bloodied, they take 2 damage twice instead, following it. Miss: [D] +fray and shove 2. Collide:
ignoring vigor. foe is also dazed and winded
Rake (1 action, area effect, line 3,
repeatable): Foes in the area take fray damage.
The Revenant may teleport to any space in the UNIQUE ELITES
area after this action resolves.
Horrify (2 actions, recharge 6/interrupt):
Chapter 1+
The Revenant releases a bone chilling scream, a
close blast 1 area effect. Characters in the area
must save or take 2[D]+fray, or [D]+fray on a ROYAL GUARD
successful save. Reduce this damage by [D] for Multi-limbed, multi-bodied warriors fused
every character past the first in the area, to a together by dark alchemy and soul grafting at
minimum of fray damage. The Revenant can take their entombing to protect the old arken-
this action as an interrupt when bloodied. emperors in death. The four fight as one,
overwhelming the defenses of even the most
Chapter 3 canny fighters.
IMMORTAL HP: 80
Elite guard of the priest caste, entombed alive in
Traits: Fortify, Armor 3, Size 2
their iron armor. Dark magic has sealed their
Relict Traits: Legion of the Dead
armor so not even the aether of their soul can
Elite: Takes 2 turns
escape. Such is their undying vitality they don’t
make any attempts at self-preservation. With
Battalion of Limbs (1 action, melee attack,
their heavy glaives and black armor, they are a
multimark, true strike). On hit: [D]+fray.
terrifying sight to even seasoned adventurers.
Miss: fray. Effect: The Royal Guard deals fray
damage to all adjacent foes. Effect: On hit, the
Defense: 1
Royal Guard marks their foe. This mark can be
placed more than once and stacks indefinitely. For
Traits: Fortify, Armor 3, Defiance, Sturdy
each stack of the mark, this attack deals +[D] on
Relict Traits: Legion of the Dead
hit or miss. A character can save against this mark
Immortal Disregard: Attacks never miss the
at the end of their turn to clear all stacks, but only
Immortal.
if they are not adjacent to the royal guard.
Beyond Death: When defiance activates, roll a
Ball Lightning (1 action, true strike): Effect:
d6. On a 4+, the Immortal immediately regains
A character in range 6 must save. On a failed save,
defiance. Attacks with True Strike bypass this
they take [D]+fray and are electrified, then as an
trait.
area effect any of their allies in range 2 of them
Aura of Immortality: While Immortal is
take fray damage. On a successful save they take
undefeated, it has Aura 2. Relict inside without
fray damage. Electrified characters can also be
this trait cannot be reduced past 1 HP.
teleported 1 after this action resolves.
Rise Again: This character has a chance to rise
Vortex (free action): Characters in range 2 of
again when defeated. Roll 1d6 at the start of each
the royal guard are shoved 1 towards it.
round. On a 5+, this character gets back up at 25%
Wind of Obliteration (2 actions, recharge
hp. If all characters with this trait are defeated, it
5+): Repeat this effect three times: Effect: The
deactivates.
Royal Guard dashes 2, then deals [D] to all
adjacent characters, then shoves them 1. It gains
Bloody Fuller (2 actions, melee attack, true
phasing during this action and must take each of
strike, range 2): On hit: [D]. Miss: -. Effect:
these dashes in the same direction.
Shove 1. Effect: Deals added damage to all foes in
range 2, hit or miss, equal to 2 times the round
number WARMECH
Impale (2 actions, melee attack, true Multi-limbed metal war machine, powered by
strike, recharge 5+): On hit: 2[D]+fray and soul amalgamation. Kills dispassionately and
shove 4. The Immortal dashes after the target, with overwhelming force, using weapons that
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blight the land and scour the soil. Many of these Relict Traits: Legion of the Dead
machines are buried in the soil of Arden Eld, even Elite: Takes 2 turns
outside the ruins, and can remain dormant for Surreality: Starts combat bloodied, but with
centuries. vigor 1.
Stutter: Once a turn, after a foe takes an action
Traits: Overdrive 4, Size 2 in range 2 of the ghast, it may teleport 1 and deal
Relict Traits: Legion of the Dead 2 damage to an adjacent foe.
Elite: Takes 2 turns Ethereal: Phasing, and has resistance unless
there’s an adjacent foe.
Plasma bomb (special): At the start of the
round, the Warmech fires a plasma bomb into the Soul Rip (1 action, Divine, melee attack,
air, targeted on any visible space. The bomb Line 4, +1 boon): On hit: [D]+fray damage.
marks a blast 2 area visible to all characters. At Miss or area effect: fray.
the end of the round, the bomb comes down as an Life Drain (1 action): Effect: A foe in range 3
area effect. Characters in the area must save or takes 2 damage, ignoring vigor. If they are
take 2[D]+fray and become electrified, or [D] bloodied, they take 2 damage twice instead,
+fray on a successful save. The targeted space ignoring vigor.
then becomes a pit. The Warmech is immune to Shriek (1 action): All foes in range 2 must save
its own bombs. or be forced to flee, shoving them 3 spaces in a
Arkentech Shock Shield: Has resistance to all direction of the Izenghast’s choice, or 1 space on a
damage from closest foe. If multiple foes are successful save.
equidistant, this trait applies to all of them. Soul Drain (2 actions, recharge 6): The
Automata: This character always attempts to Izenghast reduces an adjacent character to 25% of
attack and focus on the closest foe at the start of their maximum hp, then gains vigor 1. When the
its turn. ghasts’s vigor is broken, that character recovers
50% of their maximum hp, healing it.
Long Range beam (2 actions, ranged
attack, pierce, line 10). On hit: 2[D]+fray. ARKITEK
Miss or area effect: fray. Effect: Electrifies Machine-priests and designers of the deep
characters. Ignores cover. Critically hits electrified arkenruins, the sealed library-vaults intended to
characters (+[D]). let the empire wait out the Doom in undead form.
Charge Boost (1 action): The Warmech flies 4. Masters of the labyrinth, the mechanisms of the
When it lands, adjacent characters are shoved 1 dungeons themselves bend and contort
and electrified. Electrified characters are themselves to protect them.
teleported 1.
Seekers (1 action): All foes in range 4 take 2 HP: 80
piercing damage.
Perimeter beams (1 action, close blast 1, Traits: Shelter, Diaga, Defiance
pierce, recharge 4+): Area effect: Foes are Relict Traits: Legion of the Dead
shoved 2 and must save or become shattered. Elite: Takes 2 turns
Collide: Foe takes fray damage and fails the save. Stoneskin: While adjacent to an object, has
resistance.
Chapter 2+
Deep Call (1 action, Ranged attack 6): On
IZENGHAST hit: [D]+fray. Miss: fray. Effect: the Arkitek may
Stuttering horrors born of living souls that have summon a height 1 dungeon ruin object adjacent
been trapped in the Relict system - the remnants to its target, and the target must save or become
of adventurers or unlucky wanderers who went branded.
too deep in an arkenruin. Reconfigure (1 action): The Arkitek teleports
any number of objects created by it or another
HP: 48 (24) character in range 2 to any other free space in
range 2. Characters standing on or trapped inside
Traits: Skirmisher, Dodge an object are moved with them.
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Pillar of Iz (1 action, recharge 5+): The foes in range 2 are shoved 2 towards the grave,
Arkitek summons a Pillar of Iz in range 5, pushing which could shove them inside of it.
up characters if it’s summoned under them. Vortex (1 action): Characters in range 2 of the
Pillar of Iz Grave are shoved 1 towards it, which could move
Height 2 object, destructible (10 hp) them inside the Grave.
Object effect: Aura 1. Inside the aura, relict Vomit Lightning (1 action): A foe in range 4
characters have resistance. takes fray damage and is electrified. Electrified
Entombment of Iz (1 action, recharge 6): characters must save or be winded.
The Arkitek entombs a character in a magical One Hundred Hands (1 action, end turn,
sarcophagus, summoning it in their space. combo): The Grave dashes 2 spaces.
Sarcophagus of Iz • Cacophonous Consumption (2 actions):
Object, Destructible (10 hp) Characters inside the Grave must save or take
Object effect: Shares space with a character. fray damage five times, or twice on a failed
While inside, they take 3 piercing damage at save.
the start of their turns and are immobile, but
can otherwise be targeted normally. The
Sarcophagus has resistance against the LEGENDS
character inside it.
Chapter 3 Chapter 1+
ATROPHIC GRAVE
A massive amalgam of souls, created when the
VESSEL KNIGHT
Ur-spell reached and processed large crowds of
the public, hiding for safety from the apocalyptic Black-armored conqueror knights of incredible
outside and completely unaware of their power that were dispatched alone to lands not
impending immortalization. conquered by the Arken to conduct diplomacy -
at the tip of a sword if need be. There were forty
HP: 80 of these knights, ten for each of the cardinal
directions. Each was a hero of unparalleled
Traits: Fortify, Armor 3, Sturdy, Size 3, Defiance strength, their name recorded in the annals of the
Relict Traits: Legion of the Dead imperial muster, and blessed by the Emperor.
Soul Mass: Can share space with other While they still lived, these knights were marked
characters. Foes treat the space as difficult by dark ritual, their very essences bound to their
terrain, are dazed+ while inside, and have cover armor so that they could continue their duty even
from the outside, but are otherwise targetable in death or after mortal injury. During the
normally. Any foes that start their turn inside its Doom, they all succumbed, but this did not stop
space take fray damage. Foes that attempt to leave them from carrying out their orders. Repeated
the Grave’s space by any means must save or death has stripped most of them of their sense.
become unable to exit it until the end of the Now they are vaporous husks - hollow iron shells
current turn. filled with dust and a sense of loathsome purpose.
Drag Under: Characters inside the Grave are When the ruins rise, they rise from their graves
dragged with it, shoving them. Sturdy foes or foes and call forth armies, slaughtering and
that are immune to shove are immune to this conquering in the name of an empire that no
effect. longer exists until they are beaten and sealed
Shed Mass: 1/turn, when the Grave takes again.
damage, it summons a husk in a free adjacent
space. When the Grave is bloodied, it summons 5 HP: 40 per player character (min 80)
husks instead.
Legendary Heavy: Armor 3. Gain use vigilance
Hungry Dead (2 actions, true strike, melee twice a round.
attack): On hit: 2[D]+fray. Miss: fray. Effect: All
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Phases:
The Knight switches to phase 2 when bloodied. ARKENLICH
Designers of the Ur-spell and arch-priests of the
The Knight has the following attack series in all Dark Sun, these ancient warrior-necromancers
phases: were embalmed and entombed even before the
Darklight cleaver (1 action, true strike, final death of the empire, their souls bound into
melee attack, range 2, combo): On hit: fray. specially prepared vessels so they could carry out
Miss: -. Effect: Foe gains a stack of Malice. the great work of the old emperors uninterrupted
• Darklight splitter (1 action, true strike, by the frailties of mortality. Their bronze
line 5, melee attack, range 2, combo): On sarcophagi are engraved with their titles and
hit: fray and target gains a stack of Malice. Miss names and their eyes are sealed with gold.
or area effect: -. Effect: All foes in the area gain a Though the process left their minds largely
stack of Malice. intact, the long dark and centuries in contact
• Darklight crusher (2 actions, +1 curse, with the anguished souls trapped in the Relict
true strike, melee attack, range 2, network have left most of them insane. Most of
divine, combo): On hit: 2[D]+fray. Miss: them lie dreaming in fitful nightmares until
fray. awakened by unlucky adventurers.
Dark Strength (1 action, repeatable): Dash
forward up to 3 spaces, then an adjacent foe is HP: 32 per player character (min 64)
shoved 3 spaces. Collide: foe is stunned Speed: 3 (body) 6 (soul), dash 3
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Master of Life and Death: The Lich occupies body and summoned in a location of the lich’s
two size 1 entities, which are functionally the same choice within range 5 of them.
character but track statuses separately. One is the Soul Summon
Lich’s body, the other is its soul. When the lich Size 1, intangible
makes movement or takes action, it can do so with Summon Effect: A character’s soul can be
either its body or soul. targeted as if it was the original character,
transferring all abilities and effects. Damage
- The Lich’s body is sturdy and cannot dash taken via a character’s soul becomes Divine
- The Lich’s soul has flying and speed 6 damage. A character can re-unite with their
soul by moving into and ending their turn in
At the start of combat, the Lich’s soul is its space, ending this effect.
intangible. At the start of round 2, this switches,
and the Lich’s body becomes intangible (while its Phase II:
soul loses this status). This continues to swap Entombment of Iz (1 action, 1/round): The
back and forth until the Lich is defeated. Lich entombs a character in a magical
sarcophagus, summoning it in their space.
Phases: The lich progress through its three
Sarcophagus of Iz
phases in order (I>III, then back to I), starting
Object, Destructible (10 hp)
with phase I, then swapping to the next phase
Object effect: Shares space with a character.
each round.
While inside, they take 3 piercing damage at
the start of their turns and are immobile, but
The lich has the following actions in all phases:
can otherwise be targeted normally. The
Sarcophagus has resistance against the
Lesser Unholy (1 actions, ranged attack,
character inside it..
range 6 blast 1): On hit: [D]+fray. Miss or area
effect: fray. Effect: Attack target is vulnerable.
Phase III:
This action can also be made as a close blast 1
Utterances of the Crawling Dead: At the start
melee attack.
of the round, the lich begins incanting. It marks
Puppet strings (1 action): A foe in range 6 is
out an area 2 spaces around its body, which is
shoved 3 in a direction of the Lich’s choice.
visible to all characters, and becomes immobile.
Finger of Death (2 actions, ranged attack 8,
Every other part of the battlefield is filled with
1/round): On hit: 6[D]. Miss: 3[D]. Effect: This
shifting darkness. At the end of the round, all
attack can’t lower a character past 1 hp.
spaces outside the area marked by Utterances of
the Crawling Dead erupt. Foes inside must save or
Paralyze with fear (1 action, 1/round): The
take 100% of their max hp as divine damage, or
Lich releases a horrible shriek, a close blast 1 area
50% on a successful save. This damage cannot
effect. One character in the area must save or
reduce a character past 1 hp.
become immobile until the end of their next turn.
Effect: Any non-relict character in the area takes
If overdrive has activated, Utterances of the
fray damage three times at the end of their turn,
Crawling Dead does not mark a safe area.
then this effect ends. They can ignore this effect
by ending their turn adjacent to an ally.
Vile (1 action, 1/round): A foe in range 5 is Chapter 3
vulnerable, and must save or take take 1 piercing
damage for each space they move until the end of
their next turn. PRELICTOR
Master of Death (1 action, 1/round): In their lightless Hive Catacombs, the Prelictors
summon 5 husks in free spaces in range 4 are the keepers of the dead and tenders of the
deepest repositories of the Relict network - the
Phase I: massive and mouldering libraries where the
Soul Sacrifice: At the start of the round, all shelves hold not tomes, but the essences of the
visible foes have their soul shoved out of their dead. It is there they pluck, sort, curate, and
adjust the melange of souls that sustains the
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network itself, keeping it functional and Curse of Absolute Silence: Aura 1. Foes in the
repaired. They wield the power to call aspects of area are pacified+.
the dreaded Incarnates, servants of Divine Summon Action: Soul Spear (line 3): Area
Death. effect: 2 piercing damage. Relict are immune.
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Relict Trophies
Tech Description and Effect Uses
This sinister helm can only be used against Relict, and
only once per combat. To use this helm, you must spend 1
action and save. On a successful save, target a relict
without the elite or legend tag. That Relict becomes an ally
Helm of Command 1
until the rest of combat, when it dissipates, or until
defeated. On a failed save, regain the charge for this
ability, but you are stunned, and can’t attempt to use it for
the rest of combat.
Gem of Network Use this gauntlet as an action to summon 1d6+3 Relict
1
Command Wights. They fight as allied summons, acting on your turn.
An ancient Relict weapon that still barely functions,
shooting bolts of lightning. You can make a light attack
Relict Arbalest 3
with it (1 action, ranged attack, line 5, on hit: 2[D]+fray,
area effect: fray effect: electrifies all characters)
Speak the name of your foe into this pendant as a free
Whispering Pendant action to inflict the branded status on that foe anywhere 5
on the map.
Crush this gem as a free action to sever your soul
temporarily from your body. Your soul is an intangible
size 1 summon that is created within range 5 of your body.
While your soul is out, your body is unstoppable but
Gem of Spirit Severing otherwise can still take damage and be targeted normally. 1
You take all actions and movement from your soul instead
of your body, and your soul additionally has flying and
phasing. Your soul reunites with your body if you end a
turn with it adjacent to your body, or at the end of combat.
Strap on a piece of decaying relict armor for extra
protection. As an interrupt when you’re hit by any attack
Decayed Plate 2
but before damage is applied, you can expend the plate to
reduce the damage by 6
While holding this rod, you gain the Levitation trait
Telekinetic Rod 1 expedition
(immune to difficult terrain, dangerous terrain, and pits)
When strapped to a hilt of a weapon, this clasp causes all
Shock Clasp 1 expedition
attacks to inflict the electrified status, hit or miss.
Weaving these metallic strands into a cloak or armor
Ghost Weave 1 expedition
grants you phasing.
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Not all ruin beasts are hostile, and some are in
III. Ruin Beast fact quite docile unless provoked. However,
nearly all of them are capable of tremendous
bursts of strength and power when enraged, a by
product of their harsh environment - and
necessary for survival.
Faction template
To make any foe a Beast, you can add the
following traits. All Beasts have these traits.
FOES
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Halitoad Baggoth
The enormous and foul-smelling Halitoad uses its Enormous beast found in overgrown dungeons.
long tongue to strangle and digest its prey. Its long tusks, thick and shaggy coat of hair, and
Stench: This beast has aura 1. Characters in the sword-length claws make it a formidable
aura have +1 curse on attacks and saves, and are opponent. Though fierce in appearance and quick
poisoned if they end their turn there. Poisoned to anger it spends most of its day sleeping and
foes treat the area as dangerous terrain. mostly forages for carrion, berries, and roots.
Tongue Lash (1 action): A foe in range 4 takes Traits: Size 3
fray damage, then must save or become poisoned Rancor (free action, mark): The Baggoth
and shoved as far as possible towards the marks an adjacent foe. While marked, any time
Halitoad. Poisoned characters fail the save. Effect: that foe ends their turn adjacent to the Baggoth,
Range 8 while bloodied. as an effect they take [D]+fray.
Hurl (free action, usably only while
Horned Rooter bloodied): The Baggoth picks up an adjacent
Large omnivores that use their horns to tear up character or summon and shoves them 3. Collide:
dungeon stones and get at the roots and insects Character is dazed
within. Break Bones (1 action, end turn, recharge
Earthbreaker: The Rooter can phase through 6): An adjacent foe must save or be picked up in a
objects and destroys any objects it moves through crushing hug by the Baggoth, making them
this way. Objects that can’t normally be destroyed immobile. They fail the save if they are winded or
are instead removed as if they were un- dazed. At the end of that foe’s next turn, if they’re
summoned. still adjacent, they take damage equal to 100% of
Mighty headbutt (free action): An adjacent their max hp. This damage is reduced by 25% for
foe is shoved 1. If either the Rooter or its target every character other than the Baggoth adjacent
are bloodied, increase this shove to 3.
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Wailicat
A lithe, furred beast that leaps forth from hiding
with an ear splitting yowl.
Great Leap: Ignores height movement penalties.
When moving from a higher elevation to a lower
one, may fly until the movement ends.
Pounce (free action, end turn): The cat gains
stealth. Choose a foe in range 3. If, at the end of
that foe’s next turn, they are still in range 3 of the
cat, it may teleport adjacent to them and deal [D],
ending this effect.
Dungeon Jelly
Stalking Beast A phantasmal jellyfish-like beast that is so thin
and light it can float through the air. Its cloud of
Beasts of unusual intelligence or cunning that toxin is potent and sought after by thrill seekers.
have learned to track and hunt the unlucky
creatures that wander too deep into dungeons, Traits: Flying
becoming lost or disoriented and making them Distortion: Aura 1. Foes inside are blinded+
perfect prey. Unfortunately, this includes many Stinging darts (1 action, recharge 6): All
adventurers. foes in range 2 must save or become poisoned and
blinded. Poisoned foes fail the save and also take
Traits: Skirmisher, Dodge fray damage.
Beast Traits: Enrage
Camouflage: If this beast ends its turn adjacent Chapter 2+
to an object or or inside difficult terrain, it gains Pack tactics: Gains +1 boon on attacks if an ally
stealth is adjacent to their target
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down and becomes intangible. At the end of the Spur (1 action, repeatable): The character the
marked character’s turn, if that character is still symbiote is latched on to dashes 3 and may deal
marked, the Burrower teleports to a space fray damage to an adjacent character of the
adjacent to that character, dealing fray damage. If symbiote’s choice.
the character is flying, they take no damage. If the Berserk (2 actions, recharge 6): The
character has no other characters or terrain pieces Symbiote’s host becomes sturdy, gains +1 action,
adjacent, they take 3[D] instead and are slowed. and gains +1 boon on all attacks and saves. These
Then, the mark and all associated effects end. effects last until the end of the host’s next turn.
Chapter 3 Chapter 1+
Pack Tactics also grants bonus damage for every Ruin Ape
ally adjacent to this beast’s target. Small and intelligent simians that form
symbiotic, if slightly one-sided, relationships
Skinner Shrike with other monsters.
A nasty terrestrial bird that has the habit of Malicious Latch: Can latch on to an adjacent
collecting trophies of its fallen prey to impress foe as an action or by using its standard move. A
mates. foe can pass a save to avoid this effect, and can
Nimble: Has evasion unless suffering from a repeat the save at the end of their turns, ending it
status. on a success and shoving the ape into a free
Stalking Retreat (Interrupt 1): Trigger: When adjacent space. While latched on to a foe, the foe
damaged by an ability. Effect: After the triggering is pacified+ and the ape can choose whether any
ability resolves, dash 2, then gain stealth. of the ape’s abilities apply to it or not.
Fowl Play (1 actions, recharge 6): Target a
close blast 2 area. Teleport five times. May deal 3 Bubble Fish
damage to an adjacent foe each time. Must choose A Lungfish that covers the head of monsters or
a different foe each time unless every foe has been kin, acting as a filtration system for the fetid air
hit at least once. of dungeons.
Filter: The fish and its host are immune to
Symbiote blights
Bubble Barrier: The fish and its host have cover
Odd beasts that have evolved a cooperative or from all directions. Any foe that ends its turn
parasitic relationship with other dungeon adjacent to the host is shoved 1 away from it.
denizens, using them for survival or food as
needs be. Aethertick
This slow moving bug absorbs Aether, which can
Traits: Shelter, Diaga tear at the life force of living beings and warp
Beast Traits: Enrage space around it. It has the uncanny ability to
Latch: Starts combat sharing the same space as teleport arrows or even bolts of magic partially
another ally the same size or larger. While latched out of existence.
on, can’t move, but instead moves with its host. Turn Bolts (Interrupt 1): Trigger: The
Being moved out of its host’s space end this effect. Aethertick or its host is targeted by a ranged
If the Symbiote is shoved or teleported away, it attack. Effect: The target gains evasion against
can pass a save to avoid the effect and become the triggering attack.
immune to shove or teleports until the end of the Replace Spur with Aether Warp (1 action,
current turn. Can latch on to a new adjacent allied repeatable): The Aethertick and its host teleport
character with 1 action or its standard move. 3
Yellow Creeper
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This parasitic creature is a symbiotic fungus with and yet others through being able to channel the
deadly spores that it uses to control other sickening energies of the dungeon cores.
creatures.
Spore (1 action, recharge 6): The Creeper Traits: Aetherwall, Overdrive 4, Slip
puts down two terrain effects in free spaces in Beast traits: Enrage
range 3. Characters that pass through these
spaces gain spore infestation. While they have the Biotic (2 actions, pierce, ranged attack 8,
infestation, they are branded+. When a character cross 2): On hit: 2[D]+fray. Miss or area effect:
with a spore infestation is defeated, they release fray. Effect: On hit, foe is shattered and poisoned.
an explosion around them, dealing [D]+fray as a Shatters foe even on miss if they are poisoned.
blast 1 (self) area effect and poisoning all Deluge (1 action, repeatable): The beast
characters within. Poisoned characters take max dashes 2, then deals 2 piercing damage to a foe in
damage. Spore infestation is removed if an range 6
effected character gains any amount of vigor. Blight Lob (1 action, end turn, recharge
Puppet (free action): A character with spore 4+): The Beast creates a blast 1 area of difficult
infestation is shoved 3 spaces in a direction of the terrain in range 8. Characters standing in the area
creeper’s choosing, then may deal fray damage to are vulnerable+. The area lasts for the rest of
a character of the Creeper’s choice. combat, or until this beast uses this ability again.
Detonate Thrall (2 actions, recharge 6): A
character with spore infestation explodes as if Chapter 1+
defeated, ending the infestation.
Ruin Centipede
Chapter 3 These huge, man sized insects are a potent
While latched on to a character, that character symbol of bad luck in most villages.
gains defiance at the start of each of its turns. Acid Splash: Attacks deal 1 piercing damage on
hit or miss to all foes in range 2 of the target as an
Nialla’s Corpseflower area effect
A carnivorous flower that grows over fierce Vile (1 action): A foe in range 5 becomes
dungeon beasts. The flower feeds off carrion by vulnerable. They must then save or until the end
putting its host to sleep mid-meal. of their next turn, they take 1 piercing damage for
Acid Burst: When the Flower or its host take each space they move.
damage, all adjacent foes take 1 piercing damage.
Increase this damage to 2 piercing against Gulper
poisoned characters. This effect can trigger any This amphibian exudes a thick layer of slime
number of times a round. when threatened, which it can spit as a weapon.
Pacifying Spores (2 actions, range 5, blast Slimy Skin: When damaged, may dash 1 as an
1): Area effect: Foes must save or take [D]+fray, effect.
become poisoned, and become pacified. Slime Spit (2 actions): The Gulper creates a
Morpheus (2 actions): A foe in range 6 must line 6 area of difficult terrain. Foes caught in the
save. On a successful save, they are pacified. On a area when it is created are shoved 2. Collide: Foe
failed save, they are incapacitated until they take takes [D]+fray and is shattered.
damage from an ability or an adjacent character
uses an action to shake them awake. At the end of
Ironfeather
their turn they can repeat the save to end this
This greedy avian’s feathers are spine-like and
effect. After this effect ends, they become immune
can be shot like quills at range.
to this ability for the rest of combat.
Traits: Flying
Feather spray (2 actions, blast 1, range 8,
Blight Beast recharge 6): Characters in the area must save or
become vulnerable. They then take fray damage
Beasts that are soaked in the corruptive energies twice as an area effect.
of the deep arkenruins. Most of them are
incredibly poisonous, some by regular toxins,
Chapter 2+
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All gain Hyperactive: When overdrive triggers, Sonic Screech (1 action, ranged attack, line
this beast gains +1 action for the rest of combat. 6): On hit: [D]+fray. Miss or area effect: Fray.
Effect: Characters gain +1 curse on saves until the
Blast Beetle end of their next turn.
Volcanic beetles with chemical blood and spit so Shriek (1 action, repeatable): All foes in
volatile that it ignites on contact with the air. range 2 must save or be forced to flee, shoving
Rocket jump (free action): The Beetle flies 2 them 3 spaces in a direction of the Harpy’s choice.
Explosive Demise: When defeated, explodes in Ear Splitting Song (1 action, recharge 5+):
a blast 1 area effect centered on it. Foes inside are Foes in range 2 of the Harpy must save or become
shoved 1 away from the origin space and must branded and lose all stances.
save or take [D]+fray, or fray on a successful save. Song of Deadly Soothing (1 action, stance):
Replace Biotic with Acid Ignition (2 actions, The Harpy gains aura 3. Foes that end their turn
piercing, ranged attack 6, blast 2): On hit: in the aura must save or become shoved as far as
2[D]+fray and inflict poisoned. Miss or area possible towards the harpy and pacified.
effect: fray. Effect: Critical hit against poisoned
foes Canoptic Swarm
Swarms of bats, beetles, centipedes, or other
Chapter 3 carrion-eaters that have fed upon corpses in the
Hyperactive also removes all recharges. deep ruins and become instilled with an uncanny
hunger.
Red Worm
Traits: Fortify, Size 2, Armor 0
A massive, muscular worm the size of a person,
Beast Traits: Enrage
found only in deep dungeons. Resilient and able
to tunnel through solid rock by exuding a
Amorphous: Can share space with other
powerful acid. Exists only to eat.
characters. Any characters that start their turn
Dig: Can phase through terrain and characters.
inside its space take fray damage.
Dweller in Dark: The Worm has the following
Swarm: Has resistance to any damage not from
abilities
- Immune to pits. area effects or attacks. Does not provide
- Immune to blinded obstruction, but characters treat its space as
- May use its standard move to teleport from the difficult terrain.
area of any pit to any other pit
- Has resistance while inside a pit A Hundred Maws (2 actions, melee attack,
true strike): On hit: 2[D]+fray. Miss: fray.
Tunnel: When the Red Worm ends its turn,
Effect: Characters inside its space take 2 damage
create a pit underneath it.
Swarm Surge (1 action, repeatable): The
Swarm dashes 2, ignoring all movement penalties.
UNIQUES Consume (1 action, multimark): A foe inside
the swarm's area is marked. While marked, they
are dazed and winded+ while sharing space with
Chapter 1+ the swarm and take [D]+fray for ending their turn
inside it instead of just fray damage.
Harpy
Birdlike beasts with pale faces and soothing Bicorn
voices, they use their resonant throat sacs to An equine monster with a forked, spiral horn,
hypnotize prey and draw them closer. They often which it can use to channel ambient aether into
use these talents to hypnotize cabals of other deadly, reality bending bolts.
monsters to protect their nests.
Speed: 5 (Dash 3)
Traits: Flying, Shelter, Diaga
Beast Traits: Enrage Traits: Aetherwall, Overdrive 4, Slip
Traits: Enrage
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Smother (2 actions, stance, recharge 6): Savage fang (1 actions, melee attack, +1
Stance: The Doomcloak gains vigor 1, then moves boon, multiattack): On hit: [D]+fray . Miss:
into an adjacent foe’s space, sharing it. While in fray. Effect: Increase damage to 2[D]+fray against
this stance, both this beast and its chosen foe are characters inside its water zones or adhered to the
immobile. The smothered foe is poisoned, dazed Kelpie.
and takes [D]+fray damage at the start of their Waterspout (1 action, repeatable): The
turn, ignoring vigor, and cannot gain vigor while Kelpie spurts fetid water, blinding a foe in range
being smothered. When the Doomcloak takes at 6. Blinded foes take fray damage.
least 1 damage to hp, this stance ends, shoving it Sink (1 actions, recharge 6): The Kelpie
into an adjacent space. disperses into seaweed and water and reappears
in any space inside one of its deep water zones,
teleporting, then gaining evasion until the start of
Unique Elites its next turn.
Chapter 1+ Hellhound
A spiny dog-like creature with an incredible
stomach. It is able to unhinge its jaws to gaping
KELPIE proportions to feed on toxic dungeon refuse, the
This horselike predator dwells in shallow pools of which it boils into a fetid slurry in a special
stagnant water. Like a crocodile, it is an ambush organ, swallowing and chewing into stone to
predator, its slimy skin acting as an adherent. It help the digestion process. As an offshoot of this
is surprisingly intelligent and will often act bizarre diet, the hellhound can belch clouds of
injured or pass itself off as an ordinary horse in poisonous and incredibly flammable gas.
order to lure Kin close to it to attack.
HP: 64
HP: 48
Traits: Aetherwall, Overdrive 4, Slip, Size 2
Traits: Skirmisher, Dodge Beast Traits: Enrage
Beast Traits: Enrage
Elite: Takes 2 turns Blast (1 actions, ranged attack 8, blast 1,
pierce): On hit: [D]+fray and character is
Cursed Deeps: When it enters the battlefield, poisoned. Miss or area effect: fray. Effect: If a
creates four terrain effects, blast 1 areas of cursed character is poisoned they are also shattered on
deep water. The center space is a pit, and all other hit.
spaces are difficult terrain. None can be placed Deluge (1 action, repeatable): The Hellhound
within range 4 of each other. dashes 2, then deals piercing fray damage to a foe
Aquatic: Can move through all spaces of its own in range 6
deep water areas normally, and moving through Corrosive Gas (1 action, repeatable): The
those spaces costs 0 movement for it. Hellhound creates a terrain effect space in a free
area in range 6. Characters that enter or exit the
space, or start their turn there, become
Adhere (interrupt 1): When hit by a melee vulnerable, burning, and poisoned. The area lasts
attack from an adjacent foe, the kelpie can force for the rest of combat.
that foe to make a save or adhere to its hide. Spitfire (free action, multimark, pierce,
While adhered, the foe cannot move more than 1 recharge 4+): Mark a character in range 6. At
space from the kelpie, and when the kelpie moves the end of that character’s turn, if that character is
or teleports, they are shoved with it, mirroring its still marked, the Hellhound shoots a fiery blast for
movement and phasing through characters and a blast 1 explosion area effect. Characters within
obstacles. They can save to repeat this effect at the must save. On a successful save, they take fray
end of their turn. It also ends if they are moved damage. On a failed save they take [D]+fray and
out of adjacency for any reason. are poisoned and burning. If the explosion would
hit an area of corrosive gas, it detonates the area,
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destroying it but increases the area to blast 2 and take fray damage, are placed in the closest
all damage by +[D]. adjacent space of its choice, then shoved 1.
Chapter 2+ Chapter 3
KINFISHER GIGANTAPEDE
This bizarre creature is a land-dwelling lungfish
Enormous burrowing insects that feed off
the size of a draft horse, a relative of the land
livestock and large animals unlucky enough to
shark. It uses its enormous jaws to burrow
fall into their nests. Generally ignore Kin unless
through solid rock and a fleshy lure to draw in
provoked - then they have enough acid to melt a
unwary travelers. At a distance, the lure can look
knight in full armor.
like a wounded person, a bobbing lantern, or a
fleeing spy - at least until the fish’s unlucky prey
HP: 80
gets close enough to realize where they are
standing.
Traits: Fortify, Armor 3, Defiance, Sturdy
Beast Traits: Enrage
HP: 64
Elite: Takes 2 turns a round.
Speed: 1, Dash 1
Chitinous Coil: The Gigantapede occupies an
Traits: Fortify, Sturdy, Armor 3, Size 2
arc 6 space instead of a normal space for its size.
Beast Traits: Enrage
Only its first and last space are attackable or can
Elite: Takes 2 turns
be used to make attacks or abilities, but its entire
body causes obstruction and engagement. Keep
Lure: At the start of its turn as a free action, the
track of which is the head, and which is the tail.
Fisher puts a lure out in a space within range 3 of
Only one space can be hit if both are included in
its location, or relocates its lure to a new space in
the area of an attack or ability (attacker chooses
that range if it’s already active. The lure is a size 1
which). When it moves, move its head, then
intangible summon.
rearrange its body in any valid configuration.
Perfect Camouflage: The Fisher is intangible
Iron Scales: Effect: When either the head or the
unless there’s a character adjacent to its Lure
tail of the Gigantapede takes damage from an
ability, after that ability resolves, that body part
Reel in (free action): The fisher moves its lure
gains resistance until the other body part takes
up to 4 spaces towards it, then shoves all adjacent
damage from an ability. This effect swaps between
characters to the lure the same amount
head and tail indefinitely.
Spit up (1 action): Close blast 1 area effect.
Characters take fray damage, are poisoned, and
Thrash (1 action, melee attack): On hit: [D]
must save or become winded. Poisoned characters
+fray. Miss: fray. Effect: Foe must save or be
fail the save.
stunned. Can be made from the head or tail.
The Maw (1 action, melee attack, true
Spiny body (1 action, repeatable): All foes
strike): On hit: 3[D]+fray. Miss: [D]+fray.
adjacent to the Gigantapede take 2 damage
Effect: If more than one character is adjacent to
Acid spray (1 action, line 4): Area effect:
the Kinfisher, it chooses targets randomly. It
Characters inside must save or take fray damage 3
cannot target summons.
times, or once on a successful save. Effect: Can
Gnash (1 action, repeatable): The Kingfisher
only be made from the head.
dashes 1 as it flops forward, then deals 2 damage
Stinger (1 action, multimark, 1/round): A
to all adjacent foes.
character adjacent to the Gigantapede’s tail must
Submerge (1 action, recharge 5+): The
save or take [D]+fray and be marked. While
Kinfisher submerges into the ground, teleporting
marked, they are poisoned, burning, dazed+, and
5 spaces, then resurfaces, even to an occupied
shoved 2 in a direction of the Gigantapede’s
area. When it resurfaces, characters in its area
choice at the start of their turn. A character can
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end this mark by hitting the Gigantapede with an Each time the Chimaera takes a turn, it takes a
attack. turn with only one of its heads. A different head
Burrow (1 action, end turn): All characters must act from the last head that acted, unless
adjacent to the Gigantapede are shoved 1, then there is only one head left. The Chimaera is only
remove it from the battlefield. It’s head then defeated when all three heads are defeated.
resurfaces in a new space in range 5. Place its
body in any configuration. Phases
The Chimaera has the following action in all
Unique Legend phases:
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Headbutt (1 action, melee attack, true them in any adjacent space to the chimaera’s
strike, repeatable): On hit: [D]+fray and shove current location, then shoving them 3 spaces.
1. Miss: fray. Effect: The Chimaera can dash 2 They are winded. Collide: Character takes [D]
spaces before making this attack. +fray and is stunned.
Charge (1 action, end turn, recharge):
Effect: The beast chooses a foe in range 2. At the 6. Baboon
end of that foe’s next turn, the beast dashes up to
5 spaces towards that foe, phasing through Fireball (2 actions, ranged attack 6, blast
characters. Characters the beast passes through 1): On hit: 2[D]+fray and inflict burning. Miss or
are shoved 1 to either side and take fray damage. area effect: fray. Effect: Critical hit against
If the beasts ends this movement adjacent to their burning foes
foe, that foe must save or take 2[D]+fray and Inhale (1 action): The next action this head
become stunned, or [D]+fray only on a successful takes increases all areas of effect by 1
save. Pyroclast (1 action, range 8, blast 1,
recharge): Characters in the area must save or
3. Serpent take [D] and become stunned. Summon a height 3
rock spire object in the area.
Toxic Bite (1 action, melee attack, multi
mark): On hit: On hit: [D]+fray. Miss: Fray. 7. Wolf
Effect: The character is marked. While marked,
attacks from the Chimaera ignore vigor. Savage Claw (1 action, melee attack, arc 3,
Poison spit (1 action, repeatable): A repeatable): On hit: [D]+fray. Miss or area
character in range 6 takes 2 damage and is effect: Fray. Effect: Critical hit against blinded
poisoned. Poisoned characters take 4 damage foes
Poison breath (2 actions, ranged attack 4, Great Prowl (1 action): The chimaera dashes 3
blast 2, recharge): On hit: 2[D]+Fray. Miss or and gains stealth. It also gains evasion until it
area effect: Fray. Effect: All characters are loses stealth.
poisoned. Poisoned characters are blinded. Shadow Breath (2 actions, recharge, close
blast 1): Area effect: [D]+fray. Effect: Characters
4. Crocodile in the area must save or become blinded.
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9. Chicken
10. Bear
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Beast Trophies
Tech Description and Effect Uses
As an action, you may toss this sack of spores. Characters
Yellow spore sack in a blast 1 area in range 3 are branded and you may 3
shove them 1 in any direction.
Use as an action to splash the oil about, reversing gravity
Drift Oil and drifting into the air. You and every other character in 3
range 2 gains flying until the end of their next turn
Venom from a howler beast. You can apply it as an
Howler Venom action. Your next attack gains bonus damage, pierce, and 2
inflicts dazed
Step on the screecher gland as an action to make a
horrible screeching noise. Characters in a blast 1 area
Screecher gland 1
centered on you, including you, must save or become
stunned
You may use this cape as a free action. Dash 4 spaces in a
Landshark cape straight line with phasing. You are intangible while 3
dashing.
As an action, you can hold this severed head up. It spurts
fetid water at all foes in range 4. Those foes are shoved 1
Kelpie head 3
and frostbitten. Collide: They take [D] and are also
blinded.
This expedition you gain the chameleonic trait: when
Stalker scales starting or ending your turn adjacent to terrain height 1 2 expeditions
or higher, gain stealth
This huge stinger is big enough to be used as an offhand
Gigantapede stinger weapon. Your melee attacks this expedition gain on hit: 1 expedition
Effect: Deal 2 piercing damage again and inflict poisoned.
Wrap yourself in tough Chimaera hide. Gain +1 armor
Chimaera Hide 1 expeditions
and immunity to all blights.
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IV. Scavenger Special mechanic: Valuables
Valuables: If fighting scavengers, the GM places
Scavengers is a particular term in Arden Eld, valuables tokens on the battlefield equal to the
referring to the scions of the Churning Age - number of players +1. Valuables are intangible
those who rush into the ruins in search of relics to tokens that can be picked up by any character by
extract for a quick profit, or prowl the roads in moving over their space. Characters drop them
search of vulnerable folk to shake down. Many when defeated, or can drop them voluntarily as 1
find that it is easier to have others do the hard action. Any character that ends a fight holding
work for them, then rob them blind on the way two or more valuables tokens gains 1 dust.
out. Valuables tokens left on the battlefield don’t
count.
Scavenger bands are as diverse as any other folk
of Arden Eld, but usually turn to scavenging out
of a desire for profit, something that can be FOES
intensely personal. Many scavengers come from
the cities, seeking wealth from the ruins that was
denied to them by virtue of social class in their Scrapper
homelands. Still others are opportunists,
Toughs that act as enforcers and workers for
deserters from Imperial armies, Churners whose
scavengers. They are typically large and
business has dried up, or people from local
hardened from years of street fighting or hard
villages that were sick of the parochial life and
labor. Usually have the thankless job of hauling
wanted to exercise their ambition. A lot of the
the heavy loot out of a dungeon.
time, they are barely one step away from
adventurers.
Traits: Fortify, Armor 3
Not all scavenger bands employ banditry, and
One-Two (1 action, true strike, melee
some are actually large, ‘legitimate’ enterprises,
attack): On hit: Deal fray damage twice. Miss:
sanctioned by the major guilds (frequently
Once.
involving a lot of corruption). These bands are
That One! (1 action, mark): A foe in range 5 is
run by individuals colloquially known as Churn
marked. While marked, they count as holding a
Barons - ruthless profiteers who will turn to any
valuables token.
means to make money.
Uppercut (1 action): An adjacent character is
dazed. If that character has a valuables token,
Faction Template they also take fray damage.
To make any foe a Scavenger, you can add the Haymaker (2 actions, true strike, Greed):
following traits. All Scavengers have these traits. An adjacent foe must save or take [D]+fray and
become stunned and winded, or just winded on a
Kin: Scavengers are kin, can be bargained with, successful save. Greed: 1 action.
and will flee or surrender if heavily outnumbered
or heavily losing a fight
Chapter 1+
• Motivations: Scavengers are typically after the
wealth in the ruins and won’t fight if terms can
be reached Bouncer
• Flee: If a Scavenger has 4 or more valuables Thick armed ruffians who are hand picked to
tokens (see below), they attempt to flee the guard the best of the spoils. Usually picked by
battlefield, fleeing successfully if they start their scrap bosses for their prodigious size.
turn in an edge space of the battlefield with no Prodigious size: Size 2.
hostile characters adjacent Guard Loot: Doesn’t pick up valuables tokens.
Greed: If a Scavenger is holding a valuables Instead, counts as holding any valuables tokens it
token, their attacks can critical hit (+[D]). Many is standing on, and has resistance while standing
other scavenger abilities become more powerful if on at least one.
they have a valuables token.
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Giltfinger Nightcloak
Kin that care little for what they carry out, only Master thieves of the scavenger bands. Their
that it glitters. enchanted cloaks are jet black and fool the eye,
Thiefcraft: Gains stealth at the start and end of blending into the shadows.
their turn if holding a valuables token.
Sneak Attack: Attacks from Stealth are critical Traits: Phasing
hits (+[D]) Curse The Eyeless: Evasion against blinded or
slowed characters.
Toe-taker Replace Smoke Bomb with Jet cloak (1
Dust congregates under the fingernails and toes action): Create a blast 1 terrain effect. Characters
of travelers in the ruins, with predictable inside are blinded+. This area lasts until this
influences on the truly desperate. ability is used again or until the end of combat.
Consumptive Greed: Toe Takers always The Nightcloak may teleport 4 before or after
attempt to focus on the closest foe with a creating this area.
valuables token at the start of their turn Replace Mug with Steal Sight (1 action): An
Replace Slice and Dice with Hamstring (1 adjacent foe is blinded+. They can end this
action, +1 boon, melee attack): On hit: [D] condition by picking up a valuables token, or
+fray. Miss: fray. Effect: On hit, until the end of ending a turn adjacent to an ally.
their next turn, foe takes 2 damage for each space
they move.
BROKER
Plucker The managers and pit bosses of the Scavengers,
Hardened fighters who have made a habit of who are responsible for payroll and managing
letting everyone else do the hard work. work teams, often chipping in themselves on site.
Lighten Load (1 action): Effect: The Plucker Dirty and thankless work.
teleports 2. An adjacent foe must save, or take fray
damage once for each valuables token they are Traits: Shelter, Diaga
carrying. The Plucker then steals all valuables
from them. If they have no valuables, they are Bolt of Law (1 action, ranged attack 6 or
instead slowed and take fray damage. melee attack): On hit: [D]+fray and foe is
branded. Miss: fray.
Chapter 2 Swindle (1 action, greed): Swap places with a
All gain Golden Step: The first time a round this character in range 3, teleporting. Foes can save to
character picks up a valuables token, may dash 2, avoid this effect. Greed: Free action
then deal fray damage to an adjacent foe. Incentivize (1 action, end turn): The broker
puts down a valuables token in range 3
Exact Price (1 actions, special recharge):
Finger Collector
Effect: A foe in range 6 becomes stunned and
Especially cruel scavenger barons will
pacified. A foe can avoid this by taking divine
occasionally exact a flesh price in lieu of paying a
damage equal to 25% of their max hp or by
debt.
dropping a valuables token. Effect: Only
Serrated Bolt (1 action): Effect: Deal fray
recharges if the Broker picks up a valuables token.
damage to a character in range 6. Becomes a free
action against foes with valuables tokens.
Collect bounty (2 actions, ranged attack 6): Quickfinger
On hit: 2[D]+fray. Miss: Fray. Greed: Deals Hedge wrights that use fire aether to bend light,
bonus damage and gains +1 boon per valuables making fools of the greedy and dull.
token the target is holding.
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Underboss
Manager-sergeants that organize scavenger Junker
bands and keep them on their toes. Obsessives that collect and sort dungeon detritus,
Cheap Trick: When missed by an attack, may working with scavenger bands to enrich their
deal 1 damage to their attacker, then teleport 1. collection. Usually dropouts from the city
Aura of Skulduggery (1 action, recharge colleges, dungeon researchers who have become
5+): Until the start of their next turn, the too work-obsessed, or collectors with a little too
underboss is immobile but gains Aura 2. The much love for their hoards.
underboss and allies in the aura have evasion.
Traits: Aetherwall, Overdrive 4, Slip
Chapter 2 Junk Armor: The first time the Junker is
All gain: damaged by an attack or ability in a combat,
Tit for Tat (1 action, mark): The Broker marks reduce all damage to 0 and summon 1 valuables
an ally in range 4. While marked, that character token in a space in range 2 from them.
has counter and evasion.
Scrapstorm (2 actions, pierce, cross 2,
Blood Broker range 8, greed): On hit: 2[D]+fray and foe
Contract wrights that use the water Aether of becomes vulnerable. Miss or area effect: fray.
blood to exact terrible prices. Greed: Deals bonus damage for each valuables
Open Wound (1 action, mark ): An adjacent token this character holds
foe is marked. While marked, each time they dash Scrap Turret (1 action, summon): The
(even as part of an ability), they take 2 piercing Tinker summons a turret in range 6.
damage. Scrap Turret
Sacrifice (interrupt 1): Trigger: An ally would Size 1, immobile, 1 hp
take damage in range 6. Effect: this character Summon Effect: When a foe in range 3
takes damage equal to 25% of their HP. That ally from the turret takes damage, the turret deals
gains vigor 1 before the damage is applied. 1 piercing damage to them. The Junker can
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holding a valuables token. This effect ends at the What passes for lawmen among the Scavengers.
end of combat. Shotgun wielding and dour, answering only to
Flesh to Metal (1 action, recharge 6): A foe the Churn Barons.
in range 8 must save. On a successful save, they
are shattered. On a failed save, they begin turning Traits: Fortify, Armor 3
into solid gold. At the end of their turn, remove Tithe-law: Characters can always avoid effects
and replace their character with a size 1 from the Judge by paying the Judge either 1
destructible object with 10 hp. Until the terrain valuables token or taking divine damage equal to
piece is destroyed, they cannot take a turn. When 25% of their hp.
it’s destroyed, return them to the battlefield. Strength: The judge’s abilities have collide: fray
Characters standing adjacent to the terrain piece damage and foe is dazed. Dazed foes take [D]
count as holding a valuables token. +fray instead.
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Smack (1 action, melee attack): Autohit: fray Lift Burdens (1 action, mark, requires 6+
damage Tally): The Aurelian marks an ally in range 5.
Cover me! (1 action): All allies in range 3 of the While marked, the ally gains flying and evasion.
Scum may dash until adjacent Collect (2 actions, requires 10 Tally, resets
Drop Scraps (1 action): The Scum drops a tally): Every foe on the battlefield is reduced to
valuables token in an adjacent space. 50% of their max hp and loses all vigor. If already
Master Steal (1 action, end turn): An bloodied, they are reduced to 25% hp instead and
adjacent foe has something stolen. They can must save or become stunned.
recover the stolen item by hitting the Scum with
an attack, forcing the Scum to drop it in a free
adjacent space. They can pick it up by entering Unique Elites
that space or any space adjacent to that space,
ending this effect. Until they do, they suffer the
following effects. The Scum can only steal one of Chapter 1+
each item, but can steal from a different character
each time, and never picks up dropped items.
• Weapon: Foe is pacified+
• Armor: Foe is shattered+ Skimmer
• Elixirs: Foe cannot gain vigor Scavengers that have worked their way to the
• Boots: Foe is winded+ top levels of an organization ‘skim’ off the top of
their underlings. They are canny survivors, able
Chapter 3 to direct their gangs of salvage-kin to do their
bidding at a moment's notice.
Aurelian
HP: 80
Esoteric Priests of the Scavengers that worship
the Crimson Titan of debt. As rare and occult as
Elite: Takes 2 turns
their power is, they are often hired as
Traits: Shelter, Diaga, Dodge
accountants by particularly enterprising Churn
Cronies: The Skimmer starts combat with 5 mob
Barons.
allies, regardless of encounter budget
Understreet Loyalty (Interrupt 1): Trigger:
Traits: Diaga, Shelter
The Skimmer is targeted by an attack or ability
Tally: The Aurelian has a d10 power die and Aura
from a foe. Effect: The Skimmer changes the
2. Whenever a foe uses an attack against the
target to one of its adjacent allies. If it has no
Aurelian or any of its allies in the aura, tick the die
adjacent allies, it can’t take this interrupt.
up by 1. Also Tick Tally up by 1 every time the
Aurelian picks up a valuables token. Certain
Beat down (1 action, melee attack, range
actions require higher or lower tally.
2): On hit: [D]. Miss: 1 damage. Effect: On hit,
Pay the Reaper: May discard all valuables
each other ally of the Skimmer adjacent to the
tokens as an effect at the start or end of any turn
target foe deals fray damage to them
to gain defiance. While the Aurelian has defiance,
That One! (1 action, mark): A foe in range 5 is
they cannot pick up valuables tokens.
marked. While marked, they count as holding a
valuables token and are branded+.
Take Measure (1 action, ranged attack 8,
Overtime (2 actions, mark): The Skimmer
blast 1): On hit: [D]+fray and increase Tally by 1.
marks an ally in range 6. While marked, the ally
Miss or area effect: fray.
gains regeneration and is sturdy.
Count (1 action, end turn): Increase Tally by 1
Gang Up (1 action): Up to three allies of the
Weight of Conscience (1 action, mark,
Skimmer in range 5 can dash 3 spaces. If they end
requires 3+ Tally): The Aurelian marks a foe in
their turn adjacent to the same character, each of
range 5. While marked, the foe cannot teleport
them deals fray damage to that character.
and can only move a maximum of 3 spaces a
round, no matter their abilities or speed.
Hoarder
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Scavenger Trophies
Tech Description and Effect Uses
Deal bonus damage to any character holding a valuables
Scav Badge Unlimited
token
Take the following action: Gang Up (1 action): Up to
three allies in range 5 can dash 3 spaces. If they end their
Gold Tooth 2
turn adjacent to the same character, each of them deals
fray damage to that character.
When you make an attack against a character adjacent to
Shank’s Cross Hilt one of your allies, you may spend a charge to grant the 3
attack +1 boon and true strike
Ruffian’s Boots Free action: Gain stealth 5
Don a sparkling cloak that shifts and obscures your
Glittercloak location. During the next combat, gain evasion. Any foe 1
that ends their turn in range 2 of you gains hatred of you.
Use the following Interrupt: Trick of the Light
(Interrupt 1): Trigger: An ally is targeted by an attack or
Sparkling Gem ability from a foe. Effect: That ally gains evasion against 3
that attack or ability. After it resolves, teleport that ally 3
spaces to their ‘real’ location.
This expedition, the first time you take damage in any
Junk Mage Talisman 1 expedition
combat, gain resistance against it
This blade has the ability to magically create wealth from
Plunder Blade nowhere. All your attacks gain (as a relic) Invoke (attack 1 expedition
14+): Create 2 valuables tokens adjacent to your target foe
This cursed icon causes weapons to transmute their foes
temporarily into gold. All your attacks gain slay: replace
your defeated foe with an object equal to their size. After
Hand of Midas 1 expedition
combat, they either revert to normal (with the gold
sloughing off) or stay frozen, depending on the tone of
your game.
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Kin: Imperials are kin, can be bargained with,
and will flee or surrender if heavily outnumbered
or heavily losing a fight
• Motivations: Imperials have orders they are
following from whatever guild master, warlord,
or under-baron they serve. Usually this is to
capture a location, object of power, or person of
interest. If characters can work around those
orders, Imperials can usually be bargained with
or even be helpful.
• Flee: When the commanding officer of an
Imperial detachment is defeated, there’s a 1 in 6
chance (roll 1d6) at the start of each round the
remaining imperials will attempt to flee or will
surrender on the spot, ending the fight.
• All Imperials have the Receive Orders trait
(see below)
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Arkentech Power armor: Start combat with damage and burning. Effect: Burning foes must
Vigor 1. save or become winded.
Imperial Command Aura: Aura 3. Allies in the
aura gain +1 boon on attacks and can randomly Buzz Trooper
critically hit (+[D]). Troopers armed with a belt-driven chain-sword.
Very noisy and not particularly subtle.
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start of their turn, deals bonus damage, and may re-roll the attack with +1 boon, taking the second
dash 2 after any attack. These effects turn off if result as the final result.
the marked target is adjacent to any ally.
Hone (1 action, end turn): The next attack Leader’s strike (1 action, melee attack or
from this character becomes a critical hit on hit (+ ranged attack 5, repeatable): On hit: [D].
[D]). Miss: 1 damage. Effect: An ally in range 3 can
dash 2 spaces.
Chapter 3 Flare Gun (1 action): Ignores stealth. A foe in
Acrobatics (free action): Dash 2. This action range 5 is branded and loses stealth.
can interrupt and split up other actions or Volley Fire (1 action, recharge 6): Effect:
movement. The Sergeant chooses a foe in range 8, then deals
2 piercing damage once to that foe, then once
Imperial Shinobi again for each ally in range 2 of the Sergeant.
Imperial operatives trained in imitation of the
Scroll Arts of the Shades. The combination of Chapter 1+
black powder, traps, and shadow magic is
extremely effective at removing particularly Evocatus
tough ‘obstacles’ for imperial generals, Retired officers that have re-enlisted for better
sometimes including political opponents. pay. They often go into battle to complete the
training of levies and legionnaires.
Shadow clone (1 action, summon): Summon
a shadow clone in a free space in range 3, an Tactics Aura: Aura 2. Foes in the aura take +1
intangible size 1 summon. Foes adjacent to a curse on saves. Foes suffering from a status in the
shadow clone at the start of their turn take fray aura take bonus damage from all sources.
damage from the clone. Clones disappear at the
end of combat or if the Shinobi is defeated. Decurion
Shadow Swap (free action): The Shinobi Officers that are better than average shots and
swaps places with a shadow clone, teleporting lead by example. Tend to garner more respect
Huton (2 actions, recharge 6): The Shinobi than their peers, as they are promoted from
ignites a roaring fireball in range 4 as a blast 2 within the ranks.
area effect. Characters inside must save or take
[D]+fray, or just fray damage on a successful save. Replace Discipline with:
The area continues to rage as a firestorm and Corrective Fire (Interrupt 1): Trigger: An
becomes dangerous and difficult terrain for the ally in range 2 misses with an attack. Effect: The
rest of combat, or until this ability is used again. ally’s target must save. On a failed save, they take
[D] from the Decurion and become burning.
Sergeant Burning foes fail the save.
Arm Shot (1 action, mark): A foe in range 8
Field officers that are all too eager to push their marked. While marked, after they attack, they
rank on the battlefield. Covered in pomp and must save or take fray damage and become
frippery and eager to test out techniques and pacified. If a foe ends a turn without attacking,
weaponry fresh from the imperial war colleges this mark ends.
with very little regard for the results or
applications, a cause of constant griping for the Artillerist
rank and file. Always have well-polished boots. Furnished with the latest scopes and tech,
Artillerists often come to the battlefield with their
Traits: Shelter, Diaga helmets festooned with extremely unwieldy
Imperial Traits: Receive Orders devices that are a source of mockery for the
Discipline (Interrupt 1): Trigger: an ally in grunts and relief for the cannoneers.
range 2 misses with an attack. Effect: The
Sergeant can use this interrupt to cause them to Replace Flare Gun with:
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Spot (1 action, mark): Mark a character in Tactician’s Advance (free action): Up to two
range 8 and line of sight. While marked, that foe allies anywhere on the battlefield may dash 2.
is branded+ and cannot benefit from stealth, Master of Strategy: Before combat starts, may
evasion, or cover. This effect ends if the character move every character to any space up to 2 spaces
ends a turn adjacent to an ally. in any direction from their starting location
Replace Flare with:
Chapter 2+ Ultimate Weakness (2 actions, mark): The
Gunblade: All melee attacks gain On Hit: may Legatus marks a foe in range 8. While marked, the
deal 2 piercing damage to any foe in range 4 as an foe is branded+, cannot benefit from cover,
effect. stealth, or evasion, and every attack against the
target becomes a critical hit on hit (+[D]). The
Mechanist mark lasts until the character is defeated (if
bloodied) or becomes bloodied.
Specialty officers armed to the teeth with the
newest bombs and a custom arkentech flame
hurler. Often boost morale through spectacular
displays of pyrotechnics.
Gunner
Line Breaker (2 actions, end turn,
summon): The Mechanist summons an Armed with jumped-up, heavy blackpowder guns
explosive charge, a size 1 summon with 1 hp, in (sometimes with multiple barrels, scopes, or
range 6. The charge can be targeted by any other unnecessary additions), gunners are the
character and is automatically hit by attacks. hammers to the anvil of the legion frontlines.
When the charge is destroyed, it explodes in a Flashy, armed with the teeth, and with an
blast 2 area. Characters inside take fray damage, attitude to match, they are the envy of the
become burning, and are shoved 1 away from the infantry. They make use of steam automata from
center. Burning foes are stunned. repurposed arkentech to drive their opponents
Replace Volley Fire with: into poor positions.
Flame Hurler (1 action, multi mark,
recharge 6): The mechanist sprays flame in a Traits: Overcharge 4, Aetherwall. Slip
line 3 area in range 5. Foes in the area are Imperial Traits: Receive orders
marked. While marked, they are branded+,
burning, and cannot dash. They can end this Heavy Arquebus (2 actions, pierce, ranged
mark through normal means, or alternately they attack 12, special recharge): On hit: 2[D]
or an adjacent ally can spend 1 action putting the +fray and foe is vulnerable. Miss: [D]+fray.
flames out, ending the mark. Critical hit: Damage becomes divine. Recharge:
Only recharges by taking the reload action
Chapter 3 Reload rifle (1 action): Heavy Arquebus
Marching Orders (1 action, stance): When recharges. Effect: Becomes a free action in a
Sergeant takes this stance, as an action, and at Command Aura.
start of each of their turns, the Sergeant and all Grappling hook (1 action): The Gunner
allies in range 2 can dash 2 in the same direction. teleports adjacent to a summon or object in range
3. Alternately, it can teleport adjacent to a foe in
range, and that foe becomes shattered.
Legatus Suppressor turret (1 action, summon,
Senior tacticians that are rightly feared by the recharge 6): The Gunner summons a gun
foes of the legions. Tend to be advanced in age emplacement in range 4.
and use their cunning as a master artisan uses Gun turret
the tip of a knife on a particularly juicy cut of Size 1, immobile summon.
chicken. Summon effect: When a foe in range 4 from
Aura of Resilience: Aura 2. Self and allies in the emplacement is damaged by an attack or
the aura gain +1 boon on saves and are immune to ability, the emplacement deals 1 piercing
critical hits (downgrade critical hits to regular damage to that foe, ignoring cover. This effect
hits) can trigger any number of times a round.
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Cannoneer Vitality: 12
HP: 48
Using heavy, multi-barrel arkentech gatling
cannons, these heavy troopers can lay down
Traits: Fortify, Size 2, Armor 0
hails of aether-charged bullets.
Imperial Traits: Receive Orders
Full auto (2 action, stance): While in this
stance, the this character is immobile, but all their
Frenzy: When hitting with an attack,
abilities deal bonus damage, have no maximum
immediately gain +1 action.
range, ignore cover, and gain +1 boon. They lose
Enrage: Gain +1 action while bloodied.
this stance if they are shoved, blinded, stunned, or
Leashed Beast: If not in a command aura, when
moved for any reason.
bloodied considers all characters foes and will
Speed clip (free action, recharge 6): The
focus on the closest character, regardless of
Cannoneer takes the Full Auto stance.
allegiance.
Chapter 3
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Thumper Gun (1 action, ranged attack 3, Side Guns (1 action, ranged attack 6, cross
true strike): On hit: [D]+fray and shove 1. Miss: 1): On hit: [D]+fray. Miss or area effect: fray.
fray damage. Effect: Ignores ranged attack Drop Bomb (1 action): The Balloon flies 5 in a
penalties. A different foe in range 3 is shoved 1. straight line. It drops a blast 1 area effect below it
Collide: Foe takes fray damage over any space it moved over. Characters in the
Flame Bomb (1 action, close blast 1, true area take fray damage and become vulnerable.
strike, recharge 6): Area effect: [D]+fray The character in the center space must save or
damage and burning. Effect: Burning foes must become stunned.
save or become winded. High Altitude (1 action, end turn, recharge
Self Destruct (2 actions, end turn): The 6): The Balloon and any of its passengers drift
Clank begins shuddering. At the start of its next high up, removing them from the battlefield. They
turn, it explodes, instantly defeating it and all return in any valid space on the battlefield at
creating a blast 1 area effect on its location. the end of the current round.
Characters inside must save or take 2[D]+fray
damage, or [D]+fray on a successful save.
Unique Elites
Chapter 2+
War Balloon
Chapter 1+
A colorful flying machine, lifted by hot gas and
acting as a mobile battle platform for imperial
Praetorian
soldiers.
These imperial troopers are walking fortresses of
Vitality: 12 iron and custom-forged arkentech. More
HP: 48 machine than kin, their heavy power armor
Speed: 4 (dash 2) bristles with the newest weaponry, and they
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loom over their foes and allies alike, inspiring Steam Hammer (2 actions, melee attack,
dread in equal measure. range 2, blast 1): On hit: 2[D]+fray. Miss or
area effect: fray. Critical hit: +([D]) and gain +1
HP: 80 action
Excel (1 action, end turn): The Steam Wright
Traits: Fortify, Armor 3 revs the steam hammer, granting it +1 boon,
Heavy Armor: Resistance against abilities used bonus damage, and increasing its range and blast
from adjacent spaces. radius by 1. This effect stacks twice.
Imperial Traits: Receive Orders Steam Blast (1 action, range 3, cross 1,
Elite: Takes 2 turns repeatable): Area effect: fray damage and inflict
burning. Burning characters must save or become
Inspire Dread (free action, 1/round): An blinded. Burning and blinded characters take fray
imperial ally in range 3 immediately recharges an damage twice instead.
ability. Acrobatics (free action): Dash 2. This action
can interrupt and split up other actions or
Heavy Mace (1 action, true strike, melee movement.
attack, +1 curse): On hit: [D]+fray and foe is
dazed. Miss: fray. Effect: Deals bonus damage per
adjacent character to the target. All adjacent
Chapter 2+
characters take fray damage. Critical hit: +([D])
and foe is stunned.
Rocket Jump (1 action): The Praetorian flies 3 BATTLE WAGON
spaces in a straight line. All adjacent foes when it Slow, ponderous, and fuel-hungry, these massive
lands are dazed and shoved 1. imperial war machines crawl across the
Arkentech repulser shield (2 actions, battlefield on metal tracks, belching smoke. Their
recharge 6): The Praetorian gains aura 2 until thick armor turns aside even the most powerful
the end of its next turn. The Praetorian and any of attacks, and their heavy cannons can blow
its allies inside the aura have resistance against asunder walls, towers, and infantry alike.
abilities originating from characters inside the
aura. Multiple shields of this type extend the area Vit: 10
instead of overlapping it. HP: 80
Speed: 3 (dash 2)
STEAM WRIGHT Defense: 5
[D]: 1d6
Engineer-wrights that have attuned to the water Fray: 4
aether of steam, the fire aether of burning coals,
and the earth aether of metal gears. Their power Traits: Armor 3, Size 2
allows them to attune with machinery of all kinds Imperial Traits: Receive Orders
and maintain the automata necessary to run and Elite: Takes 2 turns
manage the largest imperial war machines.
Terrainwalking: Unaffected by terrain and
HP: 48 height movement penalties
Ranged Master: Ignores ranged attack penalties
Traits: Skirmisher, Dodge for adjacent foes
Boiling Shroud: While bloodied, the steam Battle Platform: Characters can mount or
wright has aura 1. The wright and all other dismount the Battle Wagon with their standard
characters in the aura have permanent stealth and move, placing them adjacent when dismounting.
are blinded+, but only while inside the aura. Imperials can start the battle mounted on the
Blood Rush: On Critical Hit or Slay, gains +1 Wagon. While mounted, place them inside a free
action. space in the Wagon (so it has space for 4 size 1
Elite: Takes 2 turns characters). They share its space, move when it
moves, and have cover. Characters hostile to the
wagon must pass a save to mount it. Characters
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mounting it when it is defeated are placed Cannon Strike: At the start of each round, may
adjacent and stunned. designate a blast 1 area to be hit by off-battlefield
artillery. At the end of the round, any characters
Main Cannon (2 actions, ranged attack 6, in the area must save or take 2[D]+fray, or fray
blast 1): On hit: 2[D]+fray. Miss: fray. Effect: All damage on a successful save. Any character
foes are shoved 1. standing in the center space is also stunned on a
Side Cannons (1 action): All foes in range 2 of failed save.
the Wagon take fray damage and are shoved 1.
Lumber (free action): Dash 2, then shove all Tactician’s Gambit (Interrupt 1): Trigger: A
adjacent foes 1 character is about to make a save or attack roll.
Torpedo (1 action, summon, recharge 4+): Effect: The Centurion also rolls a d20 and may
The Battle Wagon summons a burrowing torpedo replace the final result with the Centurion’s roll
in a free space in range 6. instead of the original d20 roll.
Torpedo
Size 1, 10 hp, 1 defense Tactician’s Advance (free action): Up to two
Summon Effect: At the start of the wagon’s allies anywhere on the battlefield may dash 2.
next turn, the torpedo submerges, burrows, Banner Sweep (1 action, melee attack, rage
and detonates under the closest foe for a blast 2): Autohit: [D] and shove 1. Effect: All foes in
1 area effect, destroying it. Foes in the area range 2 take [D] and are shoved 1.
must save or take [D]+fray, or fray damage on Advanced Flare Gun (1 action, repeatable):
a successful save. Then, create a pit in the Ignores stealth. A foe in range 8 is branded,
area. The torpedo deactivates if destroyed burning and loses stealth. Burning foes also take
early. fray damage.
Supreme Standard (2 actions, summon):
The Centurion plants a banner in an adjacent
Chapter 3+
space.
Centurion Imperial Standard
Size 1, immobile, sturdy, 20 hp, 1 defense
Commanders of the legions, festooned with Summon effect: Aura 2. Allies in the aura
medals and accolades from past battles. gain +1 boon on attacks and saves, and if they
Fearsome tacticians. Each commands a hundred start their turn in the area they gain vigor 1.
kin, has personal servants, and their own private Foes in the aura gain +1 curse on attacks and
mess tent. A recent trend in helmet height and saves, and if they start their turn in the area,
adornment had to be kept under control by high lose all vigor. The centurion can only plant
command as it was causing morale problems. one of these banners at a time. If the banner is
destroyed, all imperials inside except the
Centurions are tasked with keeping the company centurion must save or be stunned.
standard, a fearsome sight and magnificent
emblem that the company will throw their lives
into defending. Unique Legends
HP: 80
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using a steam-powered sledgehammer to crack a Arkentech Armor Plate: The weapon has four
walnut. of these plates, which can only be blown off by
explosions from Arkentech munitions. When a
Crimson Weapons are heavily armored and plate is blown off, the weapon’s body takes double
piloted automata, often bipedal, built specifically damage from all sources until the end of the
by Imperials to fight individuals of exceptional current round. When all plates are blown off, this
skill, ability, divine providence, or talent that effect is permanent.
could otherwise cause the legions problems - in
other words ‘heroes’. Phase I
Weapon Blade (1 action, true strike, melee
HP: 60 per player character (min 120) attack, range 2, arc 3): On hit [D]+fray. Miss:
Speed: 5 (Dash 3) fray. Effect: Deals bonus damage to dazed
characters.
Legendary Heavy: Armor 3. Gain use vigilance Side Cannons (1 action): All foes in range 2 of
twice a round. the Weapon take fray damage and are shoved 1.
Traits: Size 2 All munitions are shoved 1.
Hellforged: Immune to difficult and dangerous Lumber (free action): Dash 2, then shove all
terrain adjacent foes and munitions 1
Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected. Ravage (1 action, true strike, 1/round, end
Juggernaut (Free action, 1/round): Clear a turn): The Crimson Weapon raises its blade and
status, mark, or all blights chooses a foe in range 4. At the end of that
character’s turn, it dashes up to 6 spaces towards
Phases them, shoving characters in its path 1 space to
The Crimson Weapon changes phases when either side and detonating any munitions it passes
bloodied. through. That foe must save or take [D] a number
of times times equal to the number of player
Actions and Traits characters or once on a successful save. Effect:
The weapon has the following special traits: They take [D] one less time for every non-
Arkentech munitions (summon, start of summon ally adjacent to them.
round): At the start of each round, the Weapon Spitfire (1 actions, multimark, 2/round):
summons two Arkentech munitions, massive Mark a character in range 6. At the end of that
explosives, within range 4 of its location. character’s turn, if that character is still marked,
- Munitions are size 1 immobile summons with 1 the Weapon shoots a fireball at them for a blast 1
hp that are automatically hit by attacks. They explosion area effect. Characters within must
can be shoved or teleported. save. On a successful save, they take fray. On a
- A character can pick up a munition by passing failed save they take [D]+fray and are burning.
through its space, and drop it as a free action. It Burning characters fail the save.
shares their space and moves or teleports with
them as long as they’re holding it. If they take Phase 2
damage while holding a munition, it explodes. As above, but Ravage becomes 2/round and also
- When damaged, a munition explodes in a blast gains the following action
2 area effect. Characters inside are dazed, then
must save or take [D]+fray and become Hellscape (free action, 1/round): The
burning, or fray on a successful save Weapon fills a blast 1 area in range 5 with searing
- If the munition catches the Weapon in its area hellfire. The area is dangerous terrain for the rest
of effect, it strips off an armor plate instead of of combat. Munitions cannot be created in the
dealing damage normally. If there are no armor area, and munitions that enter the area
plates remaining, it deals damage normally. immediately explode. There is no maximum
- The Weapon can’t target munitions unless it number of these zones that can be created, and
also targets a player character or summon with they can overlap.
the same action.
Chapter 2+
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Advanced Scopes: Immune to blinded. Mortar (free action, 2/round): The Weapon
Arkentech Artillery: At the start of combat, chooses a character in range 6. At the end of that
divide the map into four equal size quadrants, character’s next turn, they explode for a blast 1
then number each one. At the start of each round, area effect centered on them, dealing fray damage
the Weapon shoots an artillery barrage into the to all characters and shoving all characters 1 space
start of the air that comes down, affecting all foes away from the target.
in one of the quadrants. Roll 1d4 to check which Submerge (1 action, 1/round): The Weapon
quadrant it starts in in round 1, then it moves moves clockwise to the next side of the battlefield.
clockwise at the start of each subsequent round. Broadside (1 action, 2/round): All foes in
Characters in the chosen quadrant at the end of range 6 of the Weapon must save. On a successful
the round must save or take 2[D]+fray piercing save, they are shoved 1. On a failed save, they are
damage, or [D]+fray on a successful save. Then shattered and shoved 3. Collide: They also take
create two size 1 debris objects in the area. [D]+fray.
Landship: During Phase I, the weapon is Rotary Cannon (1 action, 1/round,
immobile, cannot be shoved or teleported, and summon): The Azurian weapon chooses a foe in
does not occupy space normally. Instead, it range 8, then summons a targeting reticle 3
occupies 1 space just outside the edge of one side spaces from them. The weapon can have up to 3
of the battlefield (imagine it lined up along the targeting reticles, and can target a given character
edge). Run the weapon on a battlefield that is more than once with a reticle. Using this ability
relatively small (10x10 or smaller). If it is removed again with 3 reticles active resummons a reticle.
from the battlefield, it returns in the same spot. Targeting Reticle
Size 1, intangible
Phases: Summon effect: The reticle can share space
The Weapon enters Phase II when bloodied. with other characters. It moves 1 space
towards the chosen character at the start of
that character’s turn, then 1 space whenever
Phase I
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they take an action. When the reticle enters sections (see below) can be attacked to deal
any character’s space, the Weapon deals [D] damage to it.
piercing damage to that character a number of Arkentech Megabomb: The Weapon has a
times equal to the round number +1. massive Arkentech energy bomb that is constantly
charging. If it is allowed to fire it, it ends the fight,
Phase II resulting in a player loss. Usually the weapon
As phase I, but in Phase II: firing will result in some massive loss of life, like a
• Submerge becomes 2/round town being wiped out, but you can decide what
• Arkentech Artillery does not end on a the stakes are for your game.
quadrant of the map once that quadrant is
chosen (meaning it will eventually cover the Track the bomb's energy charge with a d6. It ticks
whole map). up 1 at the start of each round. If the Veridian
• The weapon has no maximum number of Weapon ends a round with its charge at 6 or
targeting reticles. higher, the fight is over. Players can deplete the
charge by destroying sections, and the weapon
can increase it by summoning Overlock Pistons
Chapter 3 (see below)
Sections
VERIDIAN WEAPON The targetable parts of the Weapon are three
When a lord, baron, or dictator really wants to separate sections: the Engine, the Forward Turret,
show off, they will undertake the construction of and the Aft Turret.
one of these massive, armored airships, a project
- Each section is a size 2 character that is
that typically takes months to complete and the immobile, immune to shove and teleport, and
manpower of a small nation. Festooned with the has 1/3 of the Weapon’s total HP. If removed
latest armaments, scopes, and automata from the battlefield, can only be placed in the
technology, Veridian Weapons take to the skies same space.
as an embodiment of imperial might, splendor,
- Sections cannot be placed within range 2 of
and prestige. Each one carries a super-weapon, each other.
an arkentech mega bomb, or energy beam, or
- The Sections also count as height 2 objects.
something similarly as inventive as it is Other characters can move on them or use
terrifying in effect, to blow away any ideas of them as cover
opposition before they manifest.
- Each track statuses and damage separately.
- When acting, the Weapon acts using the profile
HP: 40 per player number of players (min 80). of only one of its section at a time.
Each section of the ship has 1/3 of its max hp,
- When a section is reduced to 0 hp, it is
rounded up. destroyed. When all three are destroyed, the
Speed: - Weapon is defeated. When a section is
destroyed, it no longer counts as terrain or
Traits: Special (see below) provides cover.
Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected. Each section must act at least once in a round
Ranged Master: All sections ignore ranged before any other section can take a turn.
attack penalties for adjacent foes
Juggernaut (Free action, 1/round): Clear a Phases:
status, mark, or all blights on one section. When a section is destroyed, lower the Megabomb
counter by 1. Each remaining section gains an
Airship: This Weapon fight takes place on the ability depending on which section was destroyed.
Weapon, an airship that could be any shape, but is
better run on a smaller, rectangular map of no Airship Engine
more than 10 or 12 spaces on its longest side. The Under-deck rumbling: At the start of the
deck of the airship is treated as terrain and not a round, the Engine creates a blast 1 area in range 6.
character (it’s too heavily armored), but its three At the end of the round, the area explodes.
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Characters still standing in the area take [D]+fray Deck Sweeper (1 action, 1/round): Deal
and are shoved 2 away from the center. damage equal to the current round number+1 to
Overlock piston (free action, 1/round): The all foes. Foes in cover from the turret or adjacent
Engine pops a piston out of the deck in any space to an automaton take no damage.
within range 4 of the engine, which becomes a
targetable height 1 destructible object with 10 hp. Destruction: If this section is destroyed, all
When destroyed, it explodes for a blast 1 remaining sections gain Tracking Missile as a
explosion centered on it, dealing fray damage to 1/round free action.
all characters within. If two or more pistons are
active at the end of the round, all Engine parts Aft Turret
gain +1 boon on all saves and attacks. If three or Anti-boarder napalm flood: At the end of the
more are active, also increase the Megabomb round, all non automata characters not standing
counter by 1. on an object height 1 or higher take fray damage.
Steam Vent (1 action, melee attack, range
4, blast 1): On hit: [D]+fray and foe is pacified. Rotary Cannons (1 action, ranged attack
Miss: Fray. 6): Autohit: 3 damage. Area effect: All foes in
Lurch (1 action, repeatable): All characters range 6 take 3 damage.
are shoved 1 in the same direction as the ship Shield Automata (1 action, combo): The
speeds up or slows down. Collide: characters also section summons an automata in range 6.
take [D]+fray Shield Automata
Size 1, 1 def, 1 hp
Destruction: If this section is destroyed, all Summon Effect: The automata has aura 2.
remaining sections gain Lurch as a 1/round free Characters inside the aura, including foes,
action. have cover.. When summoned and once on
the aft turret’s turn, may move up to 3 spaces.
Forward Turret • Combat Automata (1 action): The section
summons an automata in range 6.
Mega Gun Turret (1 action, ranged attack Combat Automata
8): On hit: [D]+fray and foe is branded. Miss: Size 1, 10 hp 8 defense.
fray. Summon Effect: While in the aura of a Shield
Pop-up turret (1 action, summon, combo): Automata, is immune to all damage, but can be
The Turret summons an automaton turret destroyed by a Tracking Missile.
anywhere on the battlefield. Summon Action: When summoned, or on the
Automaton turret turret’s turn, can move 3, then make the
Size 1 summon, 8 defense, 10 hp following attack: Automaton gun (1 action,
Effect: The Turret counts a height 1 ranged attack 4) On hit: [D]+fray. Miss: fray.
object for abilities and grants cover. When
summoned, or once on the turret’s turn, Destruction: If this section is destroyed,
the automaton can use the following remaining sections gain the ability to summon
summon action: Automaton gun Combat Automata as a 1/round free action.
( ranged attack 4) On hit: [D+fray].
Miss: fray.
• Tracking Missile (1 action, multimark):
A foe in range 8 is marked. At the end of their
turn, if they are still marked, the turret fires a
missile at them. They must save or take 2[D]
+fray, or [D]+fray on a successful save, then
the mark ends. Effect: If they are adjacent to
an Overlock Piston or automaton, this missile
hits the the piston or automaton instead,
dealing only fray damage to the marked
character and instantly destroying the
automaton or piston.
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Imperial Trophies
Tech Description and Effect Uses
The Arquebus gives you a basic heavy ranged attack with
Imperial Arquebus Unlimited
a range of 6.
As an action, you may place an intangible size 1 summon
in a space in range 3. If any character moves or is shoved
Arkentech Mine more than 1 space over or adjacent to the mine, it 3
explodes for 2[D] in a blast 1 area effect and inflicts
burning.
Gain the following action: Flame hurler (1 action,
Flame Hurler close blast 1, true strike): Area effect: [D] and inflict 3
burning.
As an action, you may activate this energy shield to gain
aura 2 until the end of your next turn. Yourself and allies
Arkentech Force Shield 2
have resistance against abilities originating from
characters outside the aura.
As free action, you may deal piercing fray damage to all
Imperial sidearm 3
characters in range 3
As an action, you may fly 4 spaces in a straight line. All
Imperial Rocket Pack 3
adjacent foes when you land are dazed and shoved 1.
Arkentech Power Armor This expedition, start every combat with vigor 1 1 Expedition
This expedition, as a free action on your turn you may
Arkentech Power Gauntlet 1 Expedition
shove a character 1 space. Collide: Foe takes 2 damage.
This expedition, your abilities ignore cover and your
Arkentech Goggles 2 Expeditions
attacks gain +2 maximum range
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VI. DEMON
The origin of Demons is a mystery, but most scholars agree they appear to be closely related to the
Doom. They are among the most dangerous and fearsome creatures that lurk in the deep levels of the
Arkenruins, existing seemingly only to destroy. Whenever they appear, they drive other creatures to the
surface in a Blight.
The deeper you go in the ruins, the more demons you come across, and the more reality seems to fall
apart. Some of the more infamous and unconquered ruins in Arden Eld descend miles and miles, deep
into the earth, where they eventually dissolve into lightless Abyss, full of squirming Natal demons that
crawl over each other like maggots, and stalked by enormous, misshapen horrors.
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Faction Template Battle Demon
To make any foe a demon, you can use the Apex predators of the lightless spaces beneath the
following template: earth, battle demons, or Type I demons, exist
seemingly only to split living creatures into parts
Monsters: Demons do not flee or negotiate. convenient enough for eating. They don’t sleep,
All Demons have the Devour trait. rest, breathe, or do anything except stalk the
winding corridors of the deep Arkenruins and
Special mechanic: Abyssal Legion smash nearly everything they come across into a
bloody pulp, including each other, and then eat
Legion: When fighting demons, at the start of the pulp. According to top guild scholars,
combat, place 5 Natals, this faction’s special mob, Demons don’t need sustenance at all to exist,
on the map in unoccupied space somewhere suggesting their hunger is more existential - or
outside of range 2 of players. These don’t count worse, for pleasure.
for the total encounter budget.
Devour (2 actions, 1/combat): The Demon Traits: Size 2, Fortify, Armor 3
devours and absorbs an adjacent bloodied demon, Demon Traits: Devour
destroying it permanently and gaining vigor 2. Enrage: Gain +1 action while bloodied
They then gain +1 action for this turn and all their
turns for the rest of combat. Heavy Cleaver (1 action, melee attack, line
Can also be used as Devour Natal: 3): On hit: [D]+fray. Miss or area effect: fray.
Devour Natal (free action, 1/turn): Demons Critical hit: +[D] and gain +1 action
may Devour an adjacent Natal as a free action, Reckless Swipe (1 action): Dash 1, then all
giving them +1 action for this turn only. adjacent foes must save or become dazed.
Hack (1 action, repeatable): Deal 2 damage to
Unique Foe: Natal an adjacent foe. Effect: Increase damage by +2 for
Natals are immature demons, smooth, pale- each time this ability was used this turn. (4, 6, 8,
skinned humanoids. Wherever demons appears, etc)
breaching the veil between worlds, they Rancor (1 action, mark): Mark an adjacent
inevitably pour forth. Given time, Natals warp, foe. While marked, if that foe ends their turn
burst, and shed their skins, transforming into adjacent to the Battle Demon, they take [D]+fray
different and more powerful demons. as an effect.
Natal Chapter 1+
Starving Demon
HP: 1 These skeletal demons swell to enormous size
Speed: 3, Dash 2 when they absorb their defeated foes.
Defense: 5 Flesh Hook (1 action, recharge 4+): A
Mob: This character doesn’t trigger slay effects character in range 5 must pass a save or be shoved
Summon: Natals disappear when reduced to 0 towards the demon as far as possible and winded.
hp and don’t cause engagement. Instantly recharges and doesn’t require a save if
used on an ally.
Squirm (1 action): Effect: Dash 2, then deal 1 Engorge: Increase size by 1 and deals bonus
piercing damage to all adjacent foes damage with all actions for the rest of combat if
Void vomit (1 actions): Effect: Deal 1 piercing this demon uses Devour.
damage as an effect to a character in range 3. If
that character is adjacent to another demon, Armor Demon
increase damage to 2. A knight-like demon clad in armor-like carapace
that fights with no sense of self preservation and
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Crushing Advance (1 action): Dash 1 space, 2 damage and are shoved 1. Effect: Becomes a free
shove all adjacent characters 1 space, then become action while bloodied.
sturdy until the start of next turn. Hurl (1 action, repeatable): The Horn Demon
Hone (1 action, end turn): Next attack is a picks up an adjacent character or summon and
critical hit on hit. shoves them 3. Collide: Character is dazed
Gaping Demon
This demon is almost all mouth, teeth, and
Void Demon
tongue, which nearly splits its body in two. Type III demons. Whippet-thin, agile, and eyeless
Swallow Whole (1 actions, recharge 4+): A demons with extremely sharp talons. They use
adjacent character must save or be swallowed the talons to peel apart the skin of reality and slip
whole. Remove them from the battlefield. At the through the wound, an effect which tears away
start of their turn, the demon spits them out, at living and nonliving matter both. Less
placing them in any adjacent space to the demon’s aggressive and more calculating than other
current location, then shoving them 3 spaces. demons, they will often stalk travelers for days,
They are winded. Collide: Character takes [D] taking in their scent.
+fray and is stunned.
Traits: Skirmisher, dodge
Chapter 2+ Demon Traits: Devour
Heavy cleaver is a critical hit on hit against Void Prowler: Void Demons can create void
bloodied foes. rifts, which are 1 space terrain effects that count
as pits to anything other than demons. They treat
Nail Demon any two void rifts as adjacent spaces when
moving, teleporting when they most between
A demon made out of iron, pierced with long and
them. It can only teleport this way once a turn.
extremely sharp nails that it can retract at will
Pure Nothingness: Has evasion while in the
like spines.
space of a void rift
Traits: Counter, Sturdy
Embrace (free action): Shove a character in
Tear rift (free action): Create a void rift in
range 3 2 spaces towards the Nail Demon
range 3
Painwrack: Characters that collide with the Nail
Void Talon (1 action, +1 boon, melee attack
Demon take fray damage
or ranged attack 3): On hit: [D]+Fray. Miss:
Impale (2 actions, melee attack, true
fray. Critical hit:+[D] and +1 action.
strike, recharge 5+): On hit: 2[D]+fray and
Time Lock (1 action): A foe in range 6 is
shove 4. The Nail Demon dashes after the target,
slowed.
following it. Miss: [D] +fray and shove 2. Collide:
Decaying Orbit (1 action, repeatable):
foe is also dazed and winded
Teleport 1, then deal 1 damage to an adjacent foe.
Effect: Increase damage and teleport range by +1
Chapter 3 for each time this ability was used this turn.
Replace Enrage with True Enrage: Gains +1
action and becomes unstoppable when bloodied.
Chapter 1+
Horn Demon
Hollow Demon
A powerful, muscular demon crowned with
This demon is barely there, a hole in reality that
curling horns. It tears the earth up with its
sucks in the air at the edges. Hands occasionally
violent strikes and exudes a mist of bloody steam
grip the edges of the hole.
from its body.
Ethereal: Phasing, and has evasion unless
adjacent to a foe.
Aura of Bloodlust: Aura 1. Foes that end their
Void Caller (2 actions): Create a natal
turn in the Aura must save or gain hatred of the
adjacent to every Void Rift.
demon.
Earth Breaker (1 action): Create a height 1
debris object in range 3. Characters adjacent take Prowling Demon
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This bestial demon has the ability to become A demon made of shimmering crystals with
insubstantial, retreating to the void from whence razor sharp edges, made to sever flesh and draw
it was spawned when in danger. blood. The crystals are infectious and make
Phase slip: After being damaged for the first living flesh brittle.
time on any turn, become intangible until the Crystal Dagger: When the demon teleports, it
start of the following turn may deal 1 damage to a foe in range 3.
Dark Warp (2 actions, recharge 6): Teleport Vengeance: When bloodied, next attack
to any space, then create a void rift under this becomes a critical hit on hit.
demon’s space and under the space it vacated. Crystallize (1 action, mark): A foe in range 4
is marked. While marked, they turn partly to
Cutter Demon crystal. While marked, they take 1 divine damage
This demon’s arms end in cutting blades with each time they take an action. If they miss with an
black, reflective edges. attack, they additionally take [D] divine damage.
Cut Through (1 action, line 4): Area effect:
fray damage. The Cutter Demon may teleport to
any point on the line after this ability resolves.
Terror Demon
Hunt (1 action, mark): The Cutter Demon Type VI demons, which seem to feed off strong
marks a foe in range 5. While marked, the demon negative emotions in the way other demons feed
deals bonus damage, gains +1 boon on attack rolls off flesh. Prominent demonologists have
against that foe, and may teleport 1 every time theorized demons are themselves shaped by the
that foe takes an action. fears and concepts of kin, as their true forms
exist on a plane of reality utterly
Chapter 2+ incomprehensible to normal senses. It would
Void Talon is a critical hit on hit against certainly explain the way terror demons seem to
bloodied foes. be able to warp themselves into imitations of
primal fears.
Lurking Demon
Aura of Terror: The Demon has aura 1. Foes
This slick demon’s skin constantly shifts to match
that end their turn in the aura must save or
its surroundings. It’s long, thin arms can reach
become pacified and shoved 1.
out from darkness and choke the life out of its
prey.
Enfeeble (1 action, ranged attack 6): On hit:
[D]+fray. Miss: fray. Effect: Character must save
Chameleonic: Has stealth+ while adjacent to a
or be pacified. Pacified characters take [D] again.
void rift.
Demonbrand (1 action): A foe in range 4 is
Scuttle (interrupt 1): Trigger: A foe moves
branded
adjacent to the Lurking Demon. Effect: The
Howl of Terror (1 action, range 3, blast 1,
demon may dash 3.
repeatable): Area effect: Foes take 2 damage.
Strangle (1 action, stance, end turn): A foe
Effect: Increase range and damage by +1 for each
in range 3 must save. On a failed save, that foe
time this ability was used this turn.
becomes immobile. This effect ends if either the
Fear (1 action, multimark): Mark a foe in
Demon or their target moves or is moved or
range 6. While marked, that foe gains +1 curse on
another character uses an action while standing
attacks and saves unless adjacent to an ally. If
adjacent to the target to break the target free.
they end their turn adjacent to an ally, they can
While being strangled, the target cannot gain
clear this mark.
vigor, loses all vigor at the start of their turn, and
takes [D] at the start of their turn.
Chapter 1+
Chapter 3 Screaming Demon
Tear Rift creates two rifts when used. This demon is full of holes that make a high
pitched screaming when it moves.
Crystalline Demon
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Death Whistle: When the Screaming Demon This silent demon is made up of woven strings,
attacks, characters in range 2 of it must save or and can unweave itself to link to the vital forces
lose any stances they are holding of other creatures
White Strings (1 action, close blast 2): All
Smoke Demon allies in the area are teleported 2 in any direction
This demon is a cloud of venomous, choking (the Puppeteer can choose for each character).
smoke. Writhing images in the smoke Black Strings (1 action, recharge 4+): A foe
occasionally surface in the form of screaming in range 5 is branded and must save. On a failed
faces. save, they teleport up to 3 spaces to the nearest
Traits: Phasing, Flying ally and deal [D]+fray to them as an effect.
Corruptive cloud (1 action, recharge 4+): Unravel (2 actions): A foe at 25% hp or lower
The smoke demon summons a close blast 1 area must save or be instantly defeated. On a
effect. The cloud grants cover and the entire zone successful save, they are instead reduced to 1 hp.
is considered part of the demon’s Aura of Terror.
This zone lasts until this ability is used again.
Chaos Demon
Bulging Demon The Arkenruins are a wound in the earth so deep
This demon’s grayish skin shifts and bulges that at the bottom reality begins to unravel. Even
unnaturally. though the air there is thin and stagnant, a
Regenerator: Starts combat with vigor 1 and terrifying wind lashes through the stygian halls.
Regeneration. Starts combat bloodied. Though there is no light, thin ripples of color boil
Disgorge: Whenever vigor is broken, summon a across the air, like rainbows on oil. Reality starts
natal in range 2 to come apart, as the laws of the world begin to
Last Revenge: When defeated or destroyed, unravel and time and space begin to have no
explodes in a blast 1 area effect. Non-demons in meaning. In this environment, impossible
the area take [D]+fray, then summon 2 Natals in creatures slip through the cracks and cavort on
free spaces in the area. the dead breezes.
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and are teleported 1. Effect: Increase teleport Distort foe (1 action, mark): A foe in range 6
distance and damage by +1 for each time this must save or become marked. While marked, the
ability was used this turn. effects of Distorted Soul from this demon also
apply to them. This mark is removed if the color
Chapter 1+ demon is defeated.
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Fruit of Temptation (free action): The Surprise! (interrupt 1): Trigger: The mimic is
Succubus summons a fruit in range 3, an targeted by an ability, and the ability resolves.
intangible summon. Only two of these fruits can Effect: The mimic is revealed and dashes up to 3
be active at once. Any character can consume a spaces. An adjacent foe must then save or take [D]
fruit by moving into its space. Consuming a fruit +fray, or just fray damage on a failed save.
grants +1 action this turn, but also marks the
character with Good Dog. Bone-cracker (+1 boon, 2 actions, attack):
Good Dog (1 action, multimark, range 3): A On hit: [D], a number of times equal to the round
character in range 5 is marked. While marked, the number. Miss: 2 damage, a number of times equal
Succubus can use any of the following effects as to the round number. Effect: The mimic may dash
an Interrupt, once per round for each character. 2 before making this attack. Reveals the mimic.
These effects may trigger after the marked Deals half damage if the mimic is revealed before
character takes any action, and they may save to making this attack.
avoid them. Prowl (1 action, end turn): Dash 1 and gain
• Heel: Character becomes immobile until the stealth
end of the current turn Shell Game (1 action): Swap places with a
• Play Nice: Character becomes pacified decoy, teleporting.
• Roll Over: Character dashes 3 in a direction of Scuttling Retreat (1 action, end turn): The
the succubus’ choice mimic creates 2 decoys anywhere in range 4, then
• Sic: Character immediately deals fray damage secretly replaces one of them.
to all adjacent characters, including allies.
• Play Dead: Character loses all vigor and Gazer
cannot gain vigor this turn
A type IV demon that takes the form of a floating,
lidless eyeball. It has the ability to selectively
Flaying Tentacle (1 action, melee attack,
unravel reality wherever its gaze lies. Theories
range 3): On hit: [D]+fray. Miss: fray. Effect:
abound that this demon is merely a protrusion of
Becomes a critical hit (+[D]) against foes marked
a higher entity and that most of its body is
by Good Dog.
hidden, unable to be seen by mortal eyes.
Corruptive Spray (1 action): The Succubus
creates 3 spaces of dangerous terrain in range 3.
Traits: Overdrive 4, Aetherwall, Slip, Flying
Characters in the area are shoved 1 outside it
Demon Traits: Devour
when it is created.
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Chapter 3 HP: 80
Emissary [D]: 1d8
A demon forged in imitation of a beautiful,
winged kin. Speaks, but doesn’t make any sense Traits: Fortify, Armor 3, Size 2
the longer you listen to one. Theories about these Demon Traits: Devour
creatures are they are a creation of the Abyss Elite: Takes 2 turns
itself trying to entreat with its prey. Black Temple Bell: This demon’s huge bell is so
heavy it can only attack once a round.
Trait: Shelter, Diaga
Demon Traits: Devour Flatten Mortal (melee attack, 2 actions,
close blast 1): On hit: 4[D]+fray. Miss or area
Maddening Babble: Aura 2. At the start of the effect: [D]+fray. Effect: On hit, foe is stunned.
Emissary’s turn, all foes in the aura take damage Bell sweep (1 action): Area effect: All adjacent
equal to the round number +1. foes to the demon are shoved 1 and take fray
damage
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breaks line of sight, the Pale Man can immediately Law of the Maze: At the start of each round, roll
gaze at a new character as an effect. 1d20 and 1d10. All values of any d20 in a
Ceaseless Shrieking: If no foe is in line of sight Dissolving Reality zone are set to the number on
of the Pale Man on its turn, it spends its entire the d20. All values of any other die are set to the
turn shrieking. All foes take [D]+fray and must d10 number, even that number would otherwise
save or become stunned. be invalid.
Pull of the Maze: At the end of the round, the
Void Bolt (1 action, ranged attack, pierce, Maze Demon teleports one or two characters in
gaze area): On hit: [D]+fray. Miss or area effect: range 8 into a Dissolving Reality zone. It may
fray. Effect: Summon a height 1 debris object in choose itself.
the area.
Fatal Thaum (1 action, multimark): Mark a Diablo (2 actions, ranged attack 8, pierce,
character in range 10. Effect: At the end of that cross 1): On hit: 2[D]+fray. Miss or area effect:
character’s turn, shoot a bolt of energy at that fray. Effect: Deals bonus damage for each foe in
character, creating a blast 1 area effect centered end spaces of the cross. If three or more foes are
on them. Deals [D] to that character, destroys or effected, becomes a critical hit (+[D])
un-summons all created objects in the area and Cheat Reality (1 action, 1/round): The Maze
shoves all other characters 1 away from that Demon fixes it’s Law of the Maze numbers to 13
character. Then, end this mark. (d20) and 6 (d10) for the rest of the round.
Destabilize (1 action): A foe in range 6 Great Warp (1 action): A character in range 6
becomes vulnerable. If that foe moves more than takes piercing fray damage and is teleported 2
1 space on its next turn, it also takes fray damage. Fold Space (1 action): The Maze Demon
Annihilate Flesh (2 actions, gaze target, teleports all adjacent characters 1, then teleports 4
pierce, recharge 6): The Pale man chooses the
target of its gaze, then focuses its eyes on them. At
the end of that character’s turn, they take [D] five UNIQUE LEGENDS
times. Reduce the number of times this deals
damage by [D] for each other character or piece of
created terrain in the area, to a minimum of [D]. Chapter 1+
Chapter 3
LIMB DEMON
A massive, worm-like demon that appears to be
MAZE DEMON made up of fused rings of hands and arms.
A greater form of an Interlinked Demon, a Theories about as to how a monstrosity like this
demon made of interlocked plates of impossible gets it start, but a common postulation is that
geometries. Given time, these demons grow and when the population of natals becomes too high
stabilize, eventually becoming (horrifying and in deep areas of the Abyss, they run out of room
dangerous) dungeons themselves. and fuse into these larger demons, which devour
and absorb their nest-mates until the new
HP: 64 amalgamate being becomes strong enough to eat
Speed: 2 (Dash 1) its way to the surface. Unlucky prey of the Limb
demon are often stuffed into its maw still alive,
Traits: Aetherwall, Overdrive 4, Size 2, Slip where they are fused and absorbed over time.
Demon Traits: Devour Some are rescuable - for a time.
Elite: Takes 2 turns
VIT: 10
Dissolving Reality: At the start of round 1, 3, HP: 20 per player character (min 40)
and 5, the Maze demon creates a special area Speed: 5 (Dash 3)
effect of Dissolving Reality anywhere on the
battlefield, a blast 2 zone. The zone is dangerous Legendary Heavy: Armor 3. Gain use vigilance
terrain. twice a round.
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Crush Body (1 actions, melee attack, true Their appearance in the surface world is usually
strike, close blast 1): On hit: [D]+fray and treated as a calamity, and entire sealer orders
summon a crawling mass. Miss or area effect: are often roused to try and drive one back
fray. Effect: Attack target is dazed. Critical Hit: + underground.
([D]) and summon another crawling mass.
Thrash (1 action): All adjacent foes take 2 HP: 32 per player character (min 64)
damage and are shoved 1. Speed: 5 (Dash 5)
Lumbering Charge (1 action): Dash 3 with
phasing. All characters it passes over are shoved 1 Legendary Skirmisher: Has the dodge and
to the side and take fray damage skirmisher traits.
Swallow Whole (1 actions, 1/round): A Traits: Flying
adjacent character must save or be swallowed Demon Traits: Devour
whole. Remove them from the battlefield. At the Legend: Takes 1 turn after every player character
start of their turn, the demon spits them out, turn. If slow, only one of its turns is affected.
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Juggernaut (Free action, 1/round): Clear a 1 area effect centered on it. Blades of Agony
status, mark, or all blights affecting this character. caught in the effect trigger their Blade Slash
effect.
Bloodthirsty Sword: The Violence demon’s Compel Duel (free action, 1/round): A
blades are so sharp they inflicts pierce even character in range 6 from the Violence Demon
though it is a skirmisher must save or gain hatred of the violence demon
Blade of Agony: Many actions from this legend and take +1 damage from Blades of Agony. Both
summon a blade of agony. Blades can be effects last until saved against.
summoned in range 3 from the demon.
Blade of Agony Phase I: Heart Seeker
Size 1, immune to all damage and effects The violence demon becomes agile and hard to
Summon Effect: A blade is a summon that pin down, using its swords to toss foes and block
causes obstruction. Although it’s immune to blows.
all damage character can shatter an adjacent
blade by attacking it, destroying it. It also has Traits: Counter
the following effects. Blade Pin (free action, blade consume 1): A
• Blade Slash: Whenever a blade is character in range 6 from the violence demon
summoned, all blades, including the one must save or be shoved 3. Collide: Character is
that was just summoned, slash every space pinned down by the blade, taking [D]+fray and
adjacent to them, dealing 1 piercing damage becoming immobile. They can break the blade as
as an effect. A character can hit by multiple an action, or break free at the end of their turn,
blades at once. The violence demon is ending this effect.
immune to its own blades. Blade Parry (Interrupt, blade consume 1):
• Blade consume X: Certain actions must Trigger: The violence demon is targeted by an
consume X blades of agony to be used. attack. Effect: The demon gains evasion against
Blades are consumed at the start of the that attack.
action and must be in range 3 of the demon Maddening shift (free action): The violence
to be valid. This destroys the blades, demon dashes 4 with phasing.
removing them from the battlefield.
Regard: Critically hitting the demon earns its Phase II: Heart Eater
regard until the end of the round. Earning the The violence demon scents blood, unsheathing its
demons’ regard inflicts it with its own Compel enormous seventh sword.
Duel ability (see below) until the end of the round.
This effect doesn’t stack.
Advance (free action, 2/round): The violence
demon teleports up to 3 spaces, but must end
Phases: adjacent to a foe.
The Violence Demon must swap phase at the start Split Foe (2 actions, melee attack, line 6, 1/
of each round. It starts in phase I. round): On hit: 2[D]+fray. Miss or area effect:
fray. Effect: Deals +[D], hit or miss, against
It has the following actions in all phases: bloodied foes. Effect: On hit: Foe must save or
become stunned. Effect: Summon two blades of
Sixfold Cut (1 action, attack): On hit: deal 1 agony.
piercing damage six times. Miss: three times. Garuda (Free action, mark, blade consume
Effect: Summon a blade of agony. 3): A foe in range 6 must save or become impaled
Call Blades (1 action, 1/round): Summon by 3 blades and marked. Effect: At the start of
three blades of agony from the void. Characters their turn, a blade rips themselves out of them,
adjacent to them when they are summoned are dealing [D] damage and summoning a blade of
shoved 1. agony adjacent to them. Once this effect has
Blade Storm (2 actions, attack, recharge triggered three times, it and the mark end. Effect:
6): Repeat the following effect six times. Each If the mark is removed early, summon the
time, the demon must move in the same direction. remaining blades in adjacent spaces to that
Effect: The violence demon teleports 1, then deals character.
1 piercing damage to all other characters in a blast
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Immensely powerful demons that take the
Chapter 3: warped imitation of earthly royalty, Majesty
MAJESTY DEMON Demons are found deep in the pits of the ruins,
where they hold court in lightless and pulsating
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chambers. Their influence is such that they warp of the Majesty Demon’s turns, flies 1. Cannot
the behavior of other demons, forcing them into move unless it’s within range 4 of a player
subservience in mock ‘kingdoms’ that wage war character. When defeated, drops its scepter in its
against other dungeon inhabitants and the space. Any character standing in or adjacent to
surface world. Though these demons appear the scepter space deals double damage with
intelligent, their proclamations are chaotic and abilities (double all damage after rolling and
frequently nonsensical. adding fray damage). The scepter disappears
when this summon is re-summoned.
They are immensely powerful aetherwrights and The Shrouded Lady (Summon, 5 defense,
supposedly capable of granting wishes. Those flying): Immune to all damage and effects except
that take bargains from Majesty Demons enjoy a shove and teleport. Teleports 4 spaces when
few years of prosperity before they inevitably summoned, and at the start of each round
hear the call of the ruins. As they trek slack- towards the closest player character. When
jawed towards their doom, they find their soul shoved or teleported by another character, is
and body warping until they are dragged into moved twice as far. At the end of the round, deals
subservience in the Court of the Covenant. 80 damage to all adjacent characters other than
the Majesty Demon.
VIT: 20 The Maiden (Summon, 5 defense, 10 hp,
HP: 120 per player character (min 240) immobile): Has aura 2. Characters other than
the Maiden in the aura are pacified+, but have
Legendary Leader: Once a round can use resistance.
Diaga. Flagellant Knight (Summon, 5 defense, 40
Traits: Size 2, Flying hp): When summoned, or once a round on the
Demon Traits: - demon’s turn thereafter, moves 2 and makes
Legend: Takes 1 turn after every player character attack: on hit: [D]+fray, miss: fray effect: shove 1.
turn. If slow, only one of its turns is affected. Summon effect: The first time a round any
Juggernaut (Free action, 1/round): Clear a character (including player characters) adjacent to
status, mark, or all blights the Knight takes damage that wasn’t dealt by a
Knight, the Knight takes it instead.
Special Summons: Court of the
Covenant Phases:
At the start of combat, or at the start of the round, The Majesty Demon changes phases when
the Majesty Demon summons until it has the bloodied.
following set of summons active: The Sycophant,
the Scepter Bearer, the Shrouded Lady, and the Phase I:
Maiden, and one Flagellant Knight per character. Great Enfeeble (1 action, ranged attack 6):
All summons are demons that must be placed On hit: [D]+1 damage and character must save or
within range 2 of a player character or the Majesty be pacified. Miss 1 damage. Effect: Deals +2
Demon and cannot be placed within range 2 of damage, hit or miss, for each status the foe is
each other. When the Majesty Demon re- affected by.
summons one of these special summons, it takes Great Shift (1 action): Teleport 3 spaces
damage equal to twice their maximum hp, which Death XIII (1 action, 1/round): A character in
cannot be reduced in any way. range 6 pulses with dark energy. At the end of that
character’s turn, they take 20 damage. The
The Sycophant (Summon, 5 defense, 1 hp, character can reduce this damage to 10, then deal
immobile): Counts as an ally for player abilities. 10 damage to an adjacent character.
Projects aura 2 around it. The aura reduces all Comet Rain (1 action, range 6, cross 2, 2/
damage to to player characters to 1 while it is round): Area effect: [D]+fray. Then, create two
inside. At the end of any turn or round in which height 1 comet objects placed adjacent to
the aura was used to reduce damage, the characters targeted. Characters in cover from the
Sycophant is destroyed. demon take half damage.
The Scepter Bearer (Summon, 5 defense, Wretched (2 actions, 1/round): A foe in range
10 HP, flying): When summoned, and on each 8 must save or become winded, dazed, slowed,
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Phase 2:
As phase 1, but Death XIII can be used twice a
round, and also has:
Declare Will: At the start of any round in this
phase, the Majesty Demon makes one of the
following decrees (roll 1d6). All Decrees take
effect immediately.
• 1. Decree of Penance: All foes deal 20
damage to themselves as an effect at the end of
the round.
• 2. Decree of Obesience: Foes must end their
turn adjacent to one of the summons from Court
of the Covenant, or else take 20 damage.
• 3. Decree of Pain: Player characters cannot be
reduced below 1 hp this round. Player characters
at exactly 1 hp when the round ends regain hp to
put them at 50% of maximum. Player characters
not at exactly 1 hp become winded, dazed,
slowed, and branded at the start of next round.
• 4. Decree of Annihilation: One foe (chosen
by the demon) takes 40 damage as an effect at
the end of the round.
• 5. Decree of Glory: All damage dealt this
round is doubled.
• 6. Decree of Haste: All movement, shoves,
and teleportation is doubled this round.
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Demon Trophies
Tech Description and Effect Uses
As a free action, create a Void Rift terrain effect in free
Void Shard space in range 3, which counts as a pit to everyone but 3
demons.
Slippery and foul smelling. As a free action, gain counter
Natal Slime until the end of your next turn. Foes that trigger counter 3
are also poisoned
This bone is hollow but seems bigger on the inside. Free
Empty Bone action: End turn. Become intangible until the start of 1
your next turn
This combat only, gain regeneration 1, but at the start of
Purified Demon Blood 1
your turn gain hatred of the closest foe.
Point this swiveling eye at a foe as an action for the
following Effect: Deals [D] to that character, destroys all
Pale Man Eye 2
created objects in the area and shoves all other characters
1 away from that character.
The huge, living sword of a Violence Demon. Swing it for
the following attack: Universal Violence (melee
Seventh Sword 1
attack, 2 actions): On hit: Deal [D] damage 6 times.
Miss: 3 times
This expedition, your attacks gain (as a relic) Invoke:
Chaos Shard 1 Expedition
Attack, 18+: Inflict all blights
This expedition only, gain aura 2. Whenever a foe gains
Judicator Heart Valve 1 Expedition
vigor in the aura, you may gain vigor 1
This expedition only, you may teleport 2 as a free action
Unstable Demon Bone 1 Expedition
on your turn
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Lowlanders are nearly all raiders, using the
blight as a natural barrier, attacking the towns,
farms, and lands outside when they need to
gather supplies and retreating into the blight
when pursued. Some principled lowlander clans
may try to avoid bloodshed and take only what
they need, but the villages they take from would
nearly all see it differently.
Faction Template
To make any foe a Lowlander, you can add the
following traits. All Lowlanders have these traits.
A society of rejects, survivors, and outcasts, All lowlanders inflict Lowlander toxin (see
lowlanders are a relatively new development in below)
Arden Eld - those that make their homes in the
maze of dungeons under the blightlands - the
areas around long-emerged and active
Special mechanics: Blightland
arkenruins that are inhospitable to life and full of Survivalists
monsters, where the very ground might be Lowlander Toxin: All attacks by lowlanders
poison. They often live in squalor and constant gain on hit: inflict lowlander toxin. A character
danger from their harsh environment, and band afflicted by lowlander toxin loses 2 hp at the end
together for survival into loose clans. of their turn, ignoring resistance, armor, and
vigor. This effect cannot be removed in any way,
Those that live in the blightlands are often only ends when combat ends or the character is
pariahs, exiled from society, for real or perceived defeated, and cannot reduce a character past 1 hp.
transgressions. Families and children are Does not stack.
practically nonexistent, and there’s usually Suddenly!: At the start of any round, the GM can
tragedy behind their stoic facades. spring a lowlander trap in any unoccupied
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space not adjacent to a player character. The trap consumption, an important task in every clan,
is a pit with one of the following effects: leaving their frames corded with muscle.
• Snare trap - A character in range 2 of the trap
must save or be shoved until inside the trap Replace Raze with Fury Strikes (1 action,
• Stake trap - Trap is also dangerous terrain melee attack, true strike, mark): On hit: [D]
• Poison trap - Characters that end their turn in +fray. Miss: fray. Effect: Mark the foe after the
the trap are poisoned and inflicted with attack resolves. While marked, the butcher’s
lowlander toxin. attacks cannot miss the marked foe (turn any miss
into a hit) and deal bonus damage.
All traps can be disarmed by a character taking
the interact action adjacent, removing it. Mule
Strong or burly lowlanders that carry supplies
Traps are not active in Legend fights. through dangerous terrain over a long distance.
They can do the same with captives.
Lowlanders and any of their allies are not affected Blightlands Brawn: When bloodied, becomes
by their own traps, or their effects, and can move sturdy, Kidnap has no recharge, and goes +2
over them normally. Traps remain even if more spaces
deactivated.
Canker
Foes Clan members that spend too long without
protective gear or who have consumed a little too
much monster meat often develop tough hides
SLAB and a rank stench.
Stench: Melee attacks against this character have
Heavy-bodied Lowlanders that keep the peace, +1 curse. Characters starting their turns in an
haul supplies, repair tools and gear and adjacent space are poisoned. Poisoned foes treat
generally keep the camp in working shape. the area as dangerous terrain.
Though their work is often exhausting, long, and Toxic Revenge: Area effect: When defeated,
difficult, they are the backbone of the camp, and explodes with venom, inflicting [D]+fray,
vital to its survival. poisoning and inflicting lowlander toxin on all
adjacent foes.
Traits: Fortify, Armor 3
Lowlander Traits: Terrain Expert Chapter 2+
Great Kidnap: The Slab can spend both actions
Raze (1 actions, melee attack, true strike, on Kidnap to increase its distance to 6 spaces.
range 2): On hit: [D]+far. Miss: fray. Effect: All
foes in range 2 take 2 damage. Snork
Mancatcher (free action): A character in
Clanners with heavy, woven environmental suits
range 2 is shoved 1 towards the Enforcer
that are tasked with cleaning up the worst of the
Bolas (1 action): A foe in range 3 is winded.
clan’s refuse and keeping the peace.
Winded foes must save or become stunned.
Traits: Sturdy, Defiance
Kidnap (1 action, recharge 4+): The enforcer
Intimidate (1 action, mark): The Snork marks
dashes in a straight line 3 spaces, phasing through
a foe outside of range 6. Each time that foe takes
characters. The first character it encounters is
an action while marked, the Snork may dash 2
shoved along with the Enforcer to the end of the
spaces towards the foe, shoving characters in their
line, then shoved 1.
path out of the way. If the marked character starts
their turn adjacent to the Snork, they become
Chapter 1+ stunned and this mark ends.
Butcher Flame Blast (2 actions, close blast 2,
Lowlanders tasked with the ritual task of carving recharge 6): Area effect: characters must save or
and carefully preparing monster meat for take [D]+fray and be shoved 2, or fray and shove 1
on a failed save.
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Pale, gangly clanners that spend more time Apothecaries and priests that have learned the
below ground than aboveground. floral lore of the blight lands, able to gather
Collapse Tunnel (2 actions): The Mole creates sustenance, medicine, and insight from its
a line 4 area effect of difficult terrain. Characters various alien and toxic species of plant life. The
standing in the area when it is created must save aether in blighted lands runs stagnant and
or be slowed. If a pit is caught in the space, it tainted, but has its own kind of order, and can be
explodes with a blast 1 area effect, dealing [D] mastered and channeled like any other.
+fray to characters within but destroying the pit.
Dig Down (1 action, end turn, recharge 6): Traits: Diaga, Shelter
Remove the Mole from the battlefield. Return Lowlander Traits: Terrain expert
them to any unoccupied space on the battlefield at
the start of their next turn. Toxion (1 action, melee attack or ranged
attack 5): On hit: [D]+fray and foe is poisoned.
Chapter 3 Miss: fray. Effect: Poisoned foes are shoved 2 in a
Dig Tunnel (1 action): The Grub chooses two direction of the Boil’s choice.
pit spaces on the battlefield and connects them Sporeseed (1 action): A foe in range 4 is
with a tunnel. Any character can use a free action branded.
to teleport from one end of the tunnel to the next, Noxious Cloud (1 action, recharge 4+): The
as long as the other end of the tunnel is Boil creates a choking cloud, a blast 1 terrain
unoccupied. effect, in range 4. Characters in the cloud have
cover but the area is dangerous terrain and they
Tick take +1 curse on attack rolls. Lowlanders are
immune to its effects. The cloud lasts until this
Exiles of exiles, Ticks are clanners so reviled that
ability is used again.
they have been banished from the clan grounds.
Adrenalize (1 actions, mark): An ally in range
Nevertheless, their labor cannot be wasted, so
5 is marked. While marked, they gain +1 boon on
they are assigned permanent patrol duty and
attacks and deal bonus damage with all abilities. If
occasionally left food and supplies.
that ally is bloodied, they also gain regeneration.
Catalyze (1 action, multimark): A character
Scuttle (interrupt 1): Trigger: A foe moves
in range 5 must save. On a successful save, they
adjacent to the Tick. Effect: The Tick may dash 3.
are poisoned. On a failed save, they become
If they move into a pit, they may also then teleport
marked by the Boil. While marked, the effect of
to any other pit space.
lowlander toxin on them is tripled.
Rusty Blade: When the Tick teleports to a pit
space, they can then throw a knife at any foe in
range 3, dealing 2 damage. Chapter 1+
Lick Knife (free action, recharge 6): The Priest of the Nettle
Tick’s abilities all have slay: gain +1 action this Clanners that learn their ways around the
turn. various poisons and noxious wastes of the blight
Leg Trap (2 action): The Tick chooses a foe in a lands eventually join the priesthood to pass on
pit. That foe becomes immobile. That foe can their knowledge.
choose to take [D]+Fray damage from the Tick to Noxious Censer: The priest has Aura 2.
break themselves out of this effect as a free action Poisoned foes in the aura get +1 curse on attacks
on their turn, or else can save against this effect at and saves.
the end of their turn, ending it on a success. If the
foe is shoved or teleported out of the space, they Viper
also take [D]+fray from the Tick, but this effect Scarred lowlanders that dip the blades and
ends. arrows of their allies in the pure toxic ground of
the blights.
BOIL Deep Well Poison (1 action, mark): A foe in
range 5 is marked. While marked, they gain no
benefit from being sturdy or unstoppable. At the
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start of their turn, the Viper may shove them 1 Wrights that have learned to master the
space as an effect. corrupted air and water aether of the blight
lands. In a twisted imitation of the storm
Priest of the Herb benders, they call the poisonous winds of the
The healers of the Lowlanders, potent in their wastes to their bidding.
knowledge to ease sicknesses and ills - but Blightbellow: While bloodied, the scion’s areas
equally potent in their ability to inflict them of effect increase by +1, including active areas
Purifying Censer (2 actions): The Apothecary Acid Rain: At the start of combat, the priest
summons a censer in range 3 creates a blast 1 terrain effect in range 6.
Herbal Censer Characters that end their turn inside the terrain
Height 1 object effect take piercing damage equal to the round
Object effect: The censer has aura 1. Allies number +2. The scion can redirect the terrain
that end their turn inside the censer’s aura effect to any other point in range 6 as an action.
may save. On a successful save, they end all Fetid Wind (2 actions): All foes are shoved 2
statuses, blights, and marks of their choice in the same direction. Collide: Character takes [D]
affecting them. +fray. Effect: Poisoned foes are struck with
overwhelming sickness and must save or become
stunned.
Chapter 2+
All gain Defiance.
Mycowright
APIARIST
More mycelium than person, mycowrights use Tamers who keep blight bees, necessary for a
water and earth aether to cultivate the various camp’s survival. These odd little insects pull in
toxic mushroom species that grow out in the the tainted aether of the blight lands, and
wastes, learning how to prepare them for food produce Black Honey, an extremely potent
and medicine. substance that is a key component of lowlander
Regenerator: Starts combat with vigor 1 and toxin.
Regeneration, but starts combat bloodied.
Aura of Rot: The Mycowright has aura 2. Foes Traits: Overdrive 4, Aetherwall, Slip
that start or end their turn in the aura lose all Lowlander traits: Terrain Expert
vigor, then take 2 piercing damage.
Noxious Garden (2 actions, range 5): The Summon the Swarm (2 actions, pierce,
Mycowright creates up to two mushroom ranged attack 8, blast 1): On hit: [D]+fray and
summons in range. foe is poisoned. Miss or area effect: fray. Effect:
Mushroom Does not affect allies. Effect: Deals bonus damage
Size 1, immobile, 1 hp for each character in the area. If 3 or more
Summon Effect: When a character collides characters are in the area, attack becomes a
with a mushroom, it explodes for a blast 1 critical hit on hit and all foes in the area are
area effect. Characters inside must save or shattered.
become pacified, then take [D]+fray piercing Skittering Mass (1 action): A foe in range 8
damage, or just fray damage on a successful becomes vulnerable or takes 1 piercing damage,
save. The character that collided three times as an area effect.
automatically fails the save. Updraft (1 action): An ally or allied summon in
range 6 may fly 3
Attack Insect (1 action, summon): The
Chapter 3
Apiarist summons an attack insect in range 6. It
All gain:
can only have one insect active at once.
Toxic Revenge: Area effect: When defeated,
Attack Insect
explodes with venom, inflicting [D]+fray,
Size 1, flying, 16 hp, 8 defense
poisoning and inflicting lowlander toxin on all
Summon Action: When summoned, or
adjacent foes.
once on the Apiarist’s turn thereafter, the
insect may fly up to 2 spaces, then deal 2
Scion of Pollution piercing damage, twice, to a foe in range 4.
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HP: 48
Chapter 1+
Traits: Skirmisher, Dodge
Lowlander Traits: Terrain Expert
Ruin Speaker Elite: Takes 2 turns
Some superstitious lowlanders are changed by
spending too much time in the Blightlands. This Master of the underway: The Borer gains
can manifest in strange powers, a connection to stealth if they start or end their turn in a pit and
the ruins themselves that sometimes manifests as can use their standard move or 1 action to teleport
a voice that only the Speakers can hear - and call from any pit space to any other pit space.
to if need be. Dirty Fighting: +1 boon on attacks and bonus
damage to characters inside pits
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Tunnel: When the Borer ends its turn, create a Fierce Loyalty (Interrupt 1): Trigger: The
pit underneath it. Wrangler or one of its summons adjacent to them
is targeted by an ability or attack. Effect: The
Ambush (1 action, melee attack): On hit: [D] attack or ability is retargeted to either the
+fray. Miss: fray. Effect: If made from inside a pit, Wrangler or the summon (Wrangler chooses
the Borer can dash 4 before the attack, becomes a which).
critical hit (+[D]), and blinds on hit.
Grapnel Pick (1 actions): A foe in range 3 Crack the Whip (1 action): The Wrangler
takes fray damage. If the Borer is standing in a pit, shoves all summons (hostile and allied) in range 3
that foe also must save or swap places with the 3 spaces in any direction.
Borer, teleporting. Weakening Toxin (1 action): A foe in range 5
Vile (1 action): A foe in range 5 is slowed, and is pacified. Pacified foes take fray damage, which
must save or take take 1 piercing damage for each doesn’t break pacified.
space they move until the end of their next turn. Sic (1 action): The Wrangler activates one of its
Slowed foes fail the save. beast summons, from the following list, using its
Subterranean Abduction (1 actions, end summon action. If it’s bloodied, it can activate all
turn, recharge 6): Effect: The Borer chooses a three. It must activate a different summon from
foe inside a pit, then removes both the Borer and the last each turn.
them from the battlefield. The Borer and its victim
both roll 1d6, re-rolling ties. If the victim rolls Trained Beasts
higher, at the start of their turn they take fray Size 1, 20 hp
damage and may re-emerge from any pit of their Each has a different Summon Action:
choice at the start of their turn. If they lose the - Hound Fly: Flying, dodge. Can fly 3, then
roll-off, they take fray damage three times Attack (Pierce, melee): Line 4. On hit: [D]
instead, and the Borer chooses which pit they +fray. Miss or area effect: Fray.
emerge from at the start of their turn. The Borer - Gorebeast: Sturdy. Attack (melee): On hit:
returns to any open pit of its choice at the start of [D]+fray. Miss: Fray. Effect: Shove 2. Collide:
its turn. [D] and stunned. The beast may dash 2 before
making this attack.
- Spitter: Aetherwall. May move 2, then Attack
Chapter 2+ (ranged 8): On hit: Fray damage 3 times. Miss:
Fray damage. Effect: Foe is poisoned. If foe is
already poisoned, attack ignores vigor.
Wrangler
Those among the outcast with the patience,
bravery, or lack of survival instinct often become Chapter 3
master monster tamers. In larger Lowlander
clans they act as bounty hunters and brutal BATTLE BEETLE
dispensers of justice, enforcing the laws of the Massive beetles with iron-hard shells that are
clan and collecting tithe. Their trained hound- chiefly used for transportation or war. These
flies, insects the size of an arm, can track a beetles, once tamed, can live for hundreds of
quarry for miles. years and sport watch towers, howdahs,
ramshackle residences, or even gardens on their
HP: 80 back. Capturing these beetles is a common
reason that clans sometimes go to war with each
Traits: Shelter, Diaga other.
Lowlander traits: Terrain Expert
Elite: Takes 2 turns HP: 80
Beastmaster: The Wrangler starts combat with
3 trained beasts. Place them within range 3. Each Traits: Size 3, Fortify, Sturdy, Armor 3
beast has a different ability (detailed in the Sic Enrage: +1 action when bloodied
action).
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Battle Platform: Characters can mount or the corruption spilling forth in unholy
dismount the Battle Beetle with their standard manifestations of pollution.
move, placing them adjacent when dismounting.
Lowlanders can start the battle mounted on the These idol cults are dangerous, and often
Beetle. While mounted, place them inside a free shunned by other lowlanders, as they take
space in the Beetle (so it has space for 9 size 1 captives and eschew the codes of hospitality and
characters). They share its space, move when it contract followed so strictly by the clans.
moves, and attacks from unmounted characters Offerings to the idol are hurled into pits of
gain +1 curse against them. Characters hostile to sucking mud and buried alive.
the wagon must pass a save to mount it.
Characters mounting it when it is defeated are HP: 40 per player character (min 80)
placed adjacent and stunned. Speed: -
Zipline dismount: Characters mounted on the Defense: -
beetle can fly 5 and dismount it as free action. Armor: -
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• Mud Body: Has dodge while inside difficult or must be created in free spaces on the ground.
dangerous terrain or adjacent to the Idol There is no maximum.
• Fetid Grasp (2 actions): Move 2 spaces and • 1-2 Filthy Geyser: Create a pit. At the end of
deal 1 damage to an adjacent foe. If that foe is each round, the pit erupts. Characters in a blast
standing in difficult or dangerous terrain, or 1 area effect centered on it take [D]+fray
adjacent to another clot, increase damage to 2 piercing damage and are poisoned.
piercing. • 3-4 Spewing Growth: Creates a height 1
destructible object (10 hp). The area around it is
Cultist difficult terrain. During the Idol’s turn, the Idol
(12 hp, 10 defense, 4 speed, dodge, can make the following attack once from a
skirmisher) pillar’s location Disorienting Vomit:
• Blood spiller (melee attack, 2 actions): On (ranged attack 6) On hit: [D]+fray and
hit: [D]+fray. Miss: fray. Effect: Deals fray character is poisoned. Miss: fray. Poisoned foes
damage again to bloodied characters, or [D] are shoved 2.
again to characters at 25% hp or lower. Effect: • 5-6 Pillar of Filth: Create a height 3 pillar.
Dash 2 before or after the attack Destructible, and when destroyed, or when a
• Fling filth (1 action). Effect: A character in character collides with it, falls over. Create a line
range 4 is poisoned and must save or become 3 area effect next to it. Characters inside must
slowed. Poisoned characters fail the save. save or take 2[D]+fray and be stunned, or [D]
+fray on a successful save. Area becomes
difficult terrain for the rest of combat.
Vile Darter
(12 hp, 8 defense, 4 speed, aetherwall)
• Blowdart (ranged attack, range 8, 2 Phase 2:
actions): Attack: On hit 2[D]+fray. Miss: fray. Unholy Vapors: At the start of each round, non-
Effect: Dash 2 before or after the attack. Effect: lowlander characters must save or be reduced to
Inflict poisoned. Poisoned foes are shattered. 50% hp on a failed save if they are not already
bloodied. At round 6 or higher, vapors reduces all
non-lowlander characters to 25% hp.
Giant Beetle Summons: As above, but can summon up to 2
(20 hp, 6 defense, 2 armor, 3 speed, clots per player
fortify) Manifestations: As above, but also creates the
• Crush (melee attack, 1 action, true following:
strike): On hit: [D]+fray and shove 3. Miss: • Pit of Sacrifice: Create a pit. Characters in the
fray and shove 1. Poisoned characters are pit take double damage and cannot benefit from
shoved 2 more spaces. Collide: Character is defiance.
winded.
• Pound (1 actions): Dash 2 spaces. Area
effect: characters take fray damage and are Chapter 2+
shoved 1.
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will only show up for exceptionally powerful Spinning Lariat (1 action, repeatable): The
opponents. They respect only prowess in battle Head Lopper dashes 3. All foes it passes by are
and have become totally consumed with their shoved 1. Collide: Foe takes fray damage and is
obsession with strength. dazed.
Mighty Leap (1 action, repeatable): The
HP: 40 per player character (min 80) Head Lopper flies 2 spaces in a straight line.
Adjacent foes when they land are shoved 1.
Legend: Takes 1 turn after every player character Collide: Foe is dazed. If this action is made from a
turn. If slow, only one of its turns is affected. higher elevation to a lower one, foes also take fray
Juggernaut (Free action, 1/round): Clear a damage and the flight becomes 4 spaces.
status, mark, or all blights Grab (free action, 2/round, end turn): An
foe in range 2 must save. On a failed save, the
Legendary Heavy: Armor 3. Gain use vigilance Head Lopper dashes until adjacent, then grabs the
twice a round. foe, immobilizing them. If the Head Lopper or the
Lowlander traits: Terrain Expert targeted foe are separated, this effect ends.
Walking Cataclysm: At the start of each round, Otherwise, at the end of the very next turn, the
the Head Lopper chooses two spaces within range Head Lopper performs one of the following
3 of a different foe. At the end of the round, height moves, ending this effect:
3 dungeon spire objects burst forth from the earth • DDT: The foe is stunned, winded, dazed, and
in those spaces, creating a blast 1 area effect shoved 1
around them when they emerge that daze and • Spinning Piledriver: The Head Lopper and
deals fray damage to characters within. the foe fly 2 together, then the foe takes fray
Characters standing on them are pushed up on damage and has a pit created underneath them.
top of them. • Backbreaker: The foe becomes immobile for
their next turn
Phases:
Changes phases when bloodied. Phase 2:
As phase I, but:
Phase I: Enrage: +1 action
Havoc: At the start of every round in this phase, Havoc is replaced by God Waster.
the Head Lopper chooses any foe. At the end of
the round, they remove themselves from the God Waster: At the start of the round, the Head
battlefield, flying high into the air, then land on Lopper either chooses Raze Hell or Raze
top of the foe, dealing a massive impact. As an Heaven. At the end of the round, they unleash a
effect, the foe takes [D]+fray damage. For every massive storm of violence. As an effect, all foes
other character or piece of terrain height 1 or take divine damage equal depending on a
higher adjacent, this effect deals bonus damage. character’s elevation.
Then, the Head Lopper lands, placing them in a • Raze Hell:
free space in range 2. • Pits: 100% of max hp
• Ground: 50% of max hp
Earth Breaker (1 action, true strike, melee • Height 1: 25% of max hp
attack, close blast 1, combo): On hit: [D]+fray • Height 2 or higher: No effect.
and foe is winded. Miss or area effect: fray. • Raze Heaven:
Effect: Create a height 1 boulder object under the • Pits: no effect
attack space. Increase the height of any existing • Ground: 25% of max hp
terrain spaces in the area by +1. • Height 1: 50% of max hp
• Massive Overhead (2 actions, true strike, • Height 2 or higher: 100% of max hp.
+1 curse, close blast 1, melee attack,
combo): On hit: 3[D]+fray and foe must save
or be stunned. Miss or area effect: fray. Effect:
Create a pit under the attack space. Lower all
terrain in the area by 1 space.
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Phases: Worm
The phase changes at round 4 and later. Devour the Land: At the start of the round, the
Worm chooses a blast 1 area of the battlefield. At
Phase I: the end of the round, the worm burrows and
Round 3 or lower devours the earth in that area, creating a massive
hole for the rest of combat. Foes in the area when
Rider it is devoured are stunned and take 2[D]+fray.
Worm Riding: When the Worm enters or exits The entire area counts as a connected pit. Place
any space within range 2 of the Rider, the rider
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Phase II:
Round 4 or higher.
As round 1, except:
Crumbling Earth: At the start of the each
round, all foes in pits take 3 piercing damage.
Law of the Worm: This legend gains +1 action.
The extra action must be used to take a Rider
action on the Worm’s turn, or vice-versa, though
the per-turn attack limit must still be obeyed.
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Lowlander Trophies
Tech Description and Effect Uses
This huge hooked pole can be used as a free action on
Mancatcher your turn to shove a character in range 3 as close to you as 3
possible.
Antidote You are immune to lowlander toxin Unlimited
Small iron icon of the pit. As free action you can call on
Ruin Icon 3
the ruins to surface. Create a height 1 run object in range 6
Rub this incredible potent poison on your weapon as a
Pit Poison 1
free action. Your next attack deals Divine damage.
A potent improvised weapon. As a free action, inflict
Monster spine launcher 3
vulnerable on a character in range 6
Thick, foul smelling, and greasy. Use as a free action to
Ointment 3
cure yourself and additionally end all blights.
This expedition, your attacks gain on hit: inflict lowlander
Lowerlander Toxin 1 Expedition
toxin
This expedition, as a free action you may teleport adjacent
Grappling Hook 1 Expedition
to any object in range 3
This expedition you are immune to all blights, lowlander
Survival Suit 1 Expedition
toxin, and difficult and dangerous terrain
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Kin: Ancient Jotunn are kin, can be bargained
VIII. JOTUNN with, and will flee or surrender if heavily losing a
fight
Distant cousins of the Troggs, Jotunn were born • Motivations: Jotunn are motivated strongly by
of the Titans and served them when the world their negative emotions (sadness, anger,
was young. A variety of peoples, they are united distrust, ennui, hunger, etc). Appeasing them or
only by their extreme age, prodigious strength, appealing to their feelings can soften them and
and enormous stature. Most Jotunn stand twice make them open to negotiation.
the height of other kin, some as big as a small • Flee: Jotunn typically don’t flee but value their
building. lives and will surrender if they see no chance of
winning a fight
Jotunn seem virtually immune to disease, and do Monsters: Blood Jotunn are infected with the
not age, making them technically immortal, Blood Rage. Born of the slaying of the Titans, they
though they can still be slain by a powerful are driven only by their pain and rage. Treat them
enough foe. They do not reproduce, but were like monsters - they do not flee or negotiate. It
made by the titans, fully formed. There are might be possible to cure the Rage.
therefore a limited number of them in the world All Jotunn have the traits described in Legacy of
(though many have yet to emerge), and the Titans below.
eventually their age will pass. This is something
many Jotunn are keenly aware of. Special Mechanic: Legacy of the
Titans
Jotunn have long but very fallible memories, and Elite: All Jotunn have the Elite type if they don’t
the ancients remember the Arken and the Doom, already have it. They’re worth 2 points in an
and have witnessed the sins of Kin throughout encounter budget and take 2 turns. Double HP if
the age. This tends to make them melancholy, upgrading from a normal foe.
distrustful, or resentful. At their best, they are Titanblood: Increase size to 2 if not already 2.
burdened by the weights of their long lives. Titanfall: When defeated, roll 1d6 and assign a
Many ancient Jotunn wander the land or stand compass direction (1 - none, 2- N, 3-E, 4-S, 5-W,
guard over crumbling titan ruins, following the 6- GM choice). The Jotunn falls into a close blast 1
edicts, patrol routes, and tasks given to them by area to its space. Size 1 characters inside must
their ancient lords, so long ago that even they save or take 6 damage, or 3 on a successful save.
have forgotten. Others seek out the cities and Move all characters out of the area into the closest
towns of Kin, finding purpose in labor, learning, available space and place the defeated Jotunn
or battle. there. They count as a 2x2 space of height 1
terrain while defeated.
The slaying of the titans scattered their blood Titan Armament: You can arm a Jotunn with
across the land, where it sunk smoking into the Titansteel weaponry. This increases a Jotunn’s
earth. Where the blood crystallized and pooled, it encounter budget cost by +1. If you do, they can
formed cysts that grew a new crop of Jotunn. take 1 extra turn a round, and 1/round may dash 2
The Jotunn that have emerged from the earth in as a free action, then deal fray damage to all
the millennia since then have all emerged insane, adjacent foes.
and driven only by the pain and rage of their
dying progenitors, going on rampages until they
are slain or collapse dead from exhaustion. FOES
Older Jotunn often seek out their insane kin in
order to put them down or out of some faint hope
for salvation, hoping for some final end to their
HIRSINN
pain. Lesser storm jotunn, descendants of the eternal
halls. Strong enough to rip an ox in half with
Faction Template their bare hands, as big around as a carriage
and twice as heavy. These jotunn are hairy,
To make any foe a Jotunn, you can add the
tusked, and often horned, like their lesser kin, the
following traits. All Jotunn have these traits.
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troggs. Their shaggy pelts and thick hides turn Great Leap (1 action, 1/round): The Barbuda
away spear strikes and sword blows from flies 2, then shoves all adjacent characters 1
would-be hunters. In battle, they steam with heat spaces. Bloodied characters are shoved 3 spaces
and are capable of inciting the Berserkgang, a instead. Collide: character takes [D]+fray.
tremendous blood rage, even in their opponents.
Largely spurning civilization, these jotunn are Ettin
tremendous eaters, extremely crafty, and spend Two-headed slave jotunn created to build the
their days hunting, rune-carving, and smithing walls of the ancient titan city Numenea. While
at their cavernous forges carved from bare rock. one head slept, the other would continue the
Their bestial disposition belies a canny intellect work.
and they are fond of riddles, stories, and Two Heads: Saves at the start and the end of its
drinking games. turn to end conditions or other effects.
Ground Pound (2 actions, true strike,
HP: 80 recharge 6): Foes in a close blast 1 area take [D]
and must save or become winded. The area then
Traits: Fortify, Armor 3, Size 2 becomes difficult terrain for the rest of combat.
Jotunn traits: Titanfall
Elite: This character takes two turns
Chapter 2+
All gain Hurl (1 action, repeatable): The
Mighty Smite (1 action, true strike, melee
Jotunn picks up an adjacent character or summon
attack, line 4): On hit: [D]+fray. Miss or area
and shoves them 3. Collide: Character is dazed
effect: fray.
Beserkgang (1 action): A foe in range 4 must
save or gain hatred of the Jotunn. On a successful Valkyrie
save, they are dazed. All-female martial Hirsinn that followed the
Joyous Combat (1 action): Effect: All adjacent Hundred Sword Titan, the god of slaughter,
foes must choose: be shoved 2, or take [D] collecting the weapons of worthy warriors. Now,
damage from the Jotunn. Collide: Foe is winded. they mostly wander the battlefields, weathered
Strength of the Storm (2 actions, end turn, with age and continuing their grisly duty without
stance): The Jotunn gains sturdy and counter purpose.
but becomes immobile. The Jotunn and all its Spare Weapon (free action, true strike):
adjacent allies also gain resistance. This stance Effect: A foe in range 6 is shoved 1 and takes 2
ends at the end of the Jotunn’s next turn. damage.
Comet (1 action, 2/combat): The Jotunn hurls
Chapter 1+ a spare weapon in a line 3 area, where it comes to
Beastblood Jotunn rest as a height 1 object. Characters adjacent to
the weapon when it lands take fray damage and
Jotunn born of beast titans are part or at least
are shoved 1 space.
wholly of animal form, fanged, and blessed with
Split the earth (1 action, terrain effect, 1/
freezing breath.
combat): The Jotunn creates a line 3 area, then
Frost bolt (1 action): A foe in range 3 is winded
creates pits in those spaces. These spaces can be
and frostbitten.
created under characters.
Frost breath (2 actions, true strike): Target
a close blast 1 area effect. Characters within take
fray damage, are inflicted with frostbite, and must Chapter 3+
save or become winded. Winded or frostbitten True Titanblood: Gain resistance at 25% health
characters also take [D]+fray damage instead. or lower.
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purpose in hunting down their maddened kin dangerous terrain for all other characters and
and putting them to death. other characters are blinded+ while in the area. At
Traits: Defiance the end of the round, all storms grow to a blast 1
Counter-strike (interrupt 1): Trigger: The area, or increase their blast size by +1, to a
Jotunn or an adjacent ally is hit or miss by a maximum of 3. Up to two storms can be active at
melee attack. Effect: The attacker is shoved 1 and once.
must save. On a failed save, they take fray damage
and are dazed. Chapter 1+
True Enrage: +1 action and unstoppable while Alp
bloodied.
An earth elemental with a body of churning soil
Bloody Fuller (2 actions, melee attack, true
and stone. Its constant movement beneath the
strike, multiattack, range 2): On hit: [D].
earth sends vibrations up through the bones that
Miss: -. Effect: Shove 1. Effect: Deals added
can be felt for miles around.
damage, hit or miss, equal to 2 times the round
Replace Soar with:
number
Rumble: The Alp becomes intangible, then
dashes 6 spaces.
ELEMENTAL Ancient Geo (2 actions, melee attack, arc 4
+ blast 1): On hit: 2[D]+fray and foe is slowed
Colossal Jotunn forged from the elements, all of and poisoned. Area effect or miss: fray. Effect:
them children of the Formless Titan, the chaos Critical hit (+[D]) against poisoned foes.
mother. These Jotunn are closely connected to the
primal elements that compose their bodies, and Ifrit
care little for the laws, logic, and ways of kin.
A jotunn made of rippling flames. Outside of the
They roam the wilderness, soaring free and
boiling calderas and steaming chemical lakes
utterly unconcerned, only stopping their endless
where these jotunn make their homes, their
travels out of curiosity or confrontation. The very
flames burn weaker.
oldest of the elementals have begun to lose their
Dancing Flames (1 action): The Ifrit deals 2
intelligence and have started to revert to the inert
damage to a character in range 3 and inflicts
elements from which they came, a calm and slow
burning, then deals 2 damage to all burning
unison with the natural world which will
characters.
eventually overtake all of their kind.
Ignition (1 action, mark): The Ifrit marks a foe
in range 3. That foe is burning, and at the start of
HP: 48 that foe’s turn, or when the Jotunn hits the target
with an attack, they explode for a blast 1 area
Traits: Skirmisher, Dodge, Phasing, size 2 effect, dealing fray damage to all characters
Jotunn traits: Titanfall within.
Amorphous: Can share space with other
characters. Any characters that start their turn
Undine
inside its space take fray damage.
This Jotunn is made of the churning water of the
Elite: Takes 2 turns
deep ocean.
Elemental Smite (+1 boon, Melee attack):
Waterspout (1 action, repeatable): The
On hit: [D]+fray. miss: fray. Effect: Foe must save
Undine spurts water, blinding a foe in range 4 and
or become slowed.
inflicting frostbite. Blinded or frostbitten foes also
Soar (1 action): Fly up to 6 spaces in a straight
take fray damage twice.
line
Living Deeps: Instead of a 2x2 space, this
Swirling Elements (1 action): All foes in
Jotunn occupies an Arc 4 space that can be placed
range 2 are teleported 1. Slowed or Blinded foes
in any configuration. When it moves, move either
are teleported 2 instead.
end space of the Arc, then re-place the Arc in any
Raging Storm (2 actions): The Elemental
valid configuration. It can make attacks or use
creates an elemental storm in range 3, a 1 space
abilities from any of its spaces.
terrain effect. Elementals have evasion and
permanent stealth inside the area. The area is
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Tethian
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The Storm Titan had a mighty hall called With their greatscythes, they wander old
Erenhelion, where the titans would feast after overgrown battlefields and groves that were
doing battle. The drops of mead from that hall once charnel houses, tending to the bones of the
smoked where they hit the earth and gave rise to dead and the pale flowers that grow there.
the Aetnir, battle Jotunn of unprecedented skill
and strength, who came forth fully formed, clad HP: 80
and armed for battle. The Aetnir view combat as
a veneration of their progenitor and wander the Traits: Shelter, Diaga, Size 2
land looking for the strongest opponents. There Jotunn Traits: Titanfall
are less than a hundred Aetnir left, and their Elite: Takes 2 turns
numbers dwindle as the age of ancients dims.
Spirit Scythe (1 action, melee attack, arc 4
HP: 80 range 2): Autohit: Fray. Area effect: Fray.
Effect: Attack target is branded and shoved 1 in
Traits: Fortify, Armor 3, Size 2 any direction. This effect also applies to frost
Jotunn Traits: Titanfall bitten foes.
Elite: Takes 2 turns Lonely Dead (1 action, summon): The
Thannir summons a lonely soul in range 4.
Exalt Erenhelion: At the start of the Round, the Lonely Soul
Aetnir either chooses Crush Cowards or Break Summon, Size 1, Phasing, 10 hp
the Mighty. At the end of the round, the chosen Summon action: When summoned, or once
effect occurs. a round on the Thannir’s turn thereafter, may
• Crush Cowards: Effect: The Aetnir raises its move 3 spaces and deal 2 piercing damage to
weapon. At the end of the round, it sweeps out an adjacent foe. If that foe is branded or
with a massive slash, affecting a blast 3 area marked, the soul can also then shove the foe
effect around it, with different effects depending 1.
on how close characters are. Foes 3 spaces away Rune of the Spring Flower (1 action,
take 2[D]+fray. Foes 2 spaces away take [D] multimark): The Thannir marks an ally in range
+fray. Adjacent foes take fray damage. 4. After the marked ally takes damage, they gain
• Break the Mighty: Effect: The Aetnir raises vigor 1 and may dash 2. At the end of the round,
its shield. At the end of the round, it slams its or after this effect is triggered, remove this mark.
shield down. Adjacent characters take 2[D]+fray Rune of the Grave (1 action, mark): A foe in
and are shoved 2 spaces away. Collide: range 6 must save or be marked. On a successful
Characters take [D]+fray again and are stunned. save, they are pacified. While marked, a character
is frostbitten, cannot benefit from defiance, loses
Titan Cut (1 action, melee attack, Line 4): all vigor at the end of each turn, and cannot gain
On hit: [D]+fray. Miss: or area effect: fray vigor.
Joyous Combat (1 action): All adjacent foes Lay To Rest (2 actions, 1/round): The
must choose: be shoved 2, or take [D]+fray from Thannir chooses a foe in range 3 that is at 25% hp
the Aetnir. or less. That foe must save or be instantly
Great Leap (1 action, recharge 4+): The defeated. On a successful save, they are reduced to
Aetnir flies 2, then shoves all adjacent characters 1 hp.
2 spaces. Collide: [D]+fray and character is dazed.
Chapter 3+
Chapter 2+
GREAT HUNTER
THANNIR A wild jotunn born of Gaia, with great antlers
and hooves. These jotunn speak little of the
The Thannir were born from old battlefields, tongue of Kin, and bound through the forest at
places where the restless dead had no time to be the head of great herds of animals. Their bow
buried and were given to the wilds. They are strings are made from the sinews of the greatest
born from Tsumi, the moon titan, and they carry beasts of Arden Eld, and their arrows are
a great sorrow and resentment in their beings. whittled from stripped down, young trees.
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HP: 64
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Call Steed: The Rider gains a massive Volatile Ember: At the start of the round, the
Titansteed, increasing it’s speed to 5 and granting Keeper creates 1 Volatile Ember in any space
it flying for the rest of combat. In addition, the within range 2 of a character until there are six
Rider may break up any of its movement with Embers active. A Volatile Ember is a special
actions. terrain effect that may be picked up by a character
Primal Levin: At the start of the round, the moving into its space. A character carrying
Rider creates a number of blast 1 area effects embers takes 1 divine damage, once, at the end of
equal to the round number anywhere on the their turn for every ember they are carrying. The
battlefield, which cannot overlap, targeting foes if Keeper’s abilities become stronger against
possible. At the end of the round, massive bolts of character carrying embers.
lightning strike these spaces. Foes in the area take
[D]+fray damage. However, carrying an ember fills a character and
their weapons with godly power and has the
following benefits:
Chapter 2+ 1+: All attacks gain +1 boon and true strike
Keeper of the 3+: Character’s abilities ignore resistance.
6+: Attacking the Keeper instantly destroys any
vigor the Keeper has before damage is applied.
Eldflame
Quicksilver: Certain abilities from the Keeper
Great apprentices of the Forge Titan, Flame drop a pool of Quicksilver. Quicksilver is difficult
Keepers cultivate sparks of the Eldflame, the terrain, which the Keeper ignores. Characters that
divine flame that was used in the making of the end their turn in quicksilver quench their embers,
world. Though sputtering with age, the getting rid of all of them.
imperishable divine flame borns just as hot as the
day it was bestowed, no matter how much it is Phases:
divided. The Keeper changes phases when bloodied.
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summoned are pushed up on top of it. The Forge Great Ignition: At the end of the round, all
has 10 hp plus 10 per player character and is embers that haven’t been picked up explode,
automatically hit by attacks. The Smith may use destroying them and dealing 1 divine damage to
any of the Forge actions below as long as the all foes as an effect.
Forge is active and the Keeper is within range 2. Blade of Creation: The Keeper gains aura 1.
When the Keeper uses Forge, the area on and When the Keeper ends its turn, it draws in any
adjacent to the forge explodes for a 2 piercing quicksilver in the area, destroying it. At the end
damage area effect, and the forge takes 10 the round, it makes the following attack:
damage, potentially destroying it. • Blade of Creation (special action, melee
• The Keeper can only keep one of each unique attack, true strike, divine, range 4, blast
effect active at once, including the forge itself. 2): On hit: [D], once for each quicksilver pool
• When a Forge effect ends, create a space of picked up. Miss or area effect: 2 damage, once
quicksilver adjacent to the Keeper. for each pool picked up.
• Forge Weapon (1 action, end turn): The
Keeper gains vigor 1 and forges a godly weapon,
granting it a new ability. When the ability is
used, the weapon is destroyed, ending this
effect. Only one weapon form can be active at
once until the weapon is used.
• Hammer (1 action, melee attack, +1
curse, range 3, blast 1): On hit: 5[D]+fray
and foe is stunned. Miss or area effect: [D]
+fray.
• Spear (1 action, pierce, line 10): On hit:
[D], five times, Miss or area effect: [D], twice.
• Sword (1 action, arc 6): On hit: 4[D]+fray.
Miss or area effect: 2[D]+fray.
• Curved Sword (1 action, multiattack,
range 2): Autohit: [D]+fray.
• Bow (1 action, ranged attack 10, pierce):
On hit: 3[D]+fray. Miss: [D]+fray. Effect:
Shove 5. Collide: Foe is stunned and shattered
• Forge Shield (1 action, end turn): The
Keeper forges a massive shield, gaining vigor 1,
cover from all directions and dodge. At the end
of the round, they throw the shield, forcing a foe
in range 8 to save or become stunned and
shoved 3, destroying the shield and ending this
effect.
• Forge Helm (1 action, end turn): The
Keeper gains vigor 1 and becomes unstoppable
until the end of the round. The helm shatters at
the end of the round, ending this effect.
• Forge Armor (1 action, end turn): The
Keeper gains vigor 2 and gains resistance. The
armor shatters at the end of the round, ending
this effect.
Phase II
As Phase I, but Forge actions and Lighting the
Everforge no longer end turn.
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Phase 2:
As phase I, but the Warden is returned to 50%
max and current hp. It summons two Eternal
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Jotunn Trophies
Tech Description and Effect Uses
Swing this enormous blade for the following attack:
Titan Blade (2 actions, Melee attack, +1 curse):
Titan Blade 1
On hit: 3[D]+fray and foe must save or become stunned.
Miss: [D]+fray
This mead may be administered to a dead character,
even after combat, to bring them back to life (also restore
Mead of Erenhelion 1
all wounds). If you do so, their soul is bound to the
ancient, ruined hall of the Storm Titan.
Swing this scythe to cure all allies in range 3 and remove
Thannir Greatscythe 2
all vigor from foes in range 3
Elder Titanrune This combat only, become size 2 1 combat
As an action, slam this huge hammer into a blast 1 area
Titan Hammer 1
in range 3. Characters inside must save or become dazed
Thick, potent blood of the Holy Body. Consume to gain
Blackblood 1
vigor 3
This expedition, your ranged attacks gain pierce and
Titanforge Greatbow 1 Expedition
shove 1, but you cannot dash
This expedition, gain the skirmisher trait if you don’t
Great Wolf Mantle 1 Expedition
already have it
This expedition, gain +1 boon on attacks and deal bonus
Nilfling Tooth 1 Expedition
damage to bloodied characters
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enough to play tricks, but otherwise have no
IX. HOB more awareness than the birds, mice, and
flowers from which they draw their essence.
Nature spirits of the Green and the Deep Green, Conversely, the Aesi are powerful and skilled in
Hobs are the keepers of field and forest. Tied old, powerful magic, being tied to deep and dark
intimately to the seasons, the flora and fauna of lakes, enormous trees, rock formations, or
Arden Eld, and to the land itself, these ancient embodied as ancient beasts or in the shape of kin.
beings range from the tiny, mischievous spriggs
to the the colossal Forest Gods. Most of the time, Hobs pay travelers little heed
other than innocent curiosity, and many villages
Hobs are animate spirits made of the aether of of the Green worship them along with a broad
Arden Eld itself - the world soul, that inhabits cast of local spirits, leaving offerings and prayers
every tiny rock, tree, and blade of grass. Most of to placate them. The relationship is often
the time these spirits slumber peacefully inside harmonious and mutual - with Hobs often
the land, their presence felt rather than seen, but reciprocating by guiding travelers back to
in places where the aether of the world is civilization, blessing harvests, or gifting small
especially strong, these spirits burgeon forth, and valuable presents to local children.
emerging at the twilight hours to frolic, gallop,
and clamber through the trees and streams. However, Hobs have existed far longer on Arden
Eld than civilization and do not play by its rules.
Hobs range from childlike or barely intelligent, Some hobs have no more intelligence than the
to ancient and wise, depending on the aspect of wild beasts from which they draw their essence,
nature they are tied to. The tiny spriggs are and can be just as dangerous. Others may find it
curious enough to follow travelers and smart perfectly acceptable to lead a traveler astray for
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three days in order to show them a breathtaking usually returning to their usual natures once the
lake view, to encourage beautiful and colorful crisis passes.
weeds to grow over a field, or to transform
someone into a deer for a week so they can run Greenwalker: Hobs ignore difficult terrain
wild in the forest. Occasionally, this turns sour Spirit Away (free action): The Hob swaps
and conflicts spring up between Kin and Hob - places with an adjacent character, teleporting
conflicts that Hobs remember for a very long both. If either character cannot teleport, this
time. A village priest familiar with their ways move cannot be made.
may grow old and die, or grandson may forget Trickery: Like player characters, Hobs have
the yearly offering that his grandfather made to charge abilities and can take slow turns
the local spirits, and the Hobs see no difference - Faction Blight: Any
only a sudden and unforgivable slight.
Unique Mob: Sprigg
In the worst cases, the aether of the land is
Spriggs are tiny nature spirits born from the
stirred when the natural order is wounded. The
essence of undergrowth and the small animals
Churn has driven more and more kin into the
that live there, such as tiny birds or mice. They
deeper parts of the land, as power-hungry
are extremely curious and playful, and often
kingdoms, barons, and princes use fire, axe, and
emerge from forests to follow after travelers for
machine to tear up the forests and mountains to
some distance in lines like wayward children.
fuel their industries and armies. In these cases,
The aether of spriggs is so thin that it is almost
the Hobs that emerge from the wounded
impossible to harm them.
landscape are wild, vicious, or mad with rage.
Driving up local animals into a frenzy, they
become a terrifying force of nature that can Sprigg
wage all-out war with local towns or outposts,
killing scores. HP: -
Traits: Greenwalker, Phasing, Skirmisher
Speed: 3, Dash 3
Faction Template Defense: -
Mob: This character doesn’t trigger slay effects
To make any foe a Hob, you can add the following
Barely There: Spriggs are intangible and don’t
traits. All Hobs have these traits.
cause engagement. Characters can’t collide with
them and can share their space. They disappear
Kin: Hobs can (technically) be bargained with,
when combat ends, or all other non-sprigg allies
and will occasionally flee or surrender when they
have been defeated.
are badly losing a fight. Unless greatly pressed,
hobs that are considered kin will never kill
Frolic (2 actions): The Sprigg swaps places
characters intentionally, preferring to punish or
with an ally in range 3, teleporting.
humiliate.
Mischief (2 actions): The Sprigg swaps the
• Motivations: Hobs are usually strongly
places of two other characters in range 2 of the
motivated by trespass or injury against the land.
Sprigg, teleporting both of them. Foes take 1
Some are motivated by some perceived slight or
damage. If either cannot teleport, this move
offense against some ancient bargain, rule, or
cannot be made.
compact. Still others are simply motivated by
natural beauty or whimsy and don’t see malice
in their own actions.
• Flee: Being immortal nature spirits, being FOREST HOB
killed doesn’t really bother a Hob (they will Greater hob spirits of the dark and shady spaces
usually return with the next season), but they underneath the trees. Tend to take the forms of
can be flighty and will run away if afraid. beasts, fungi, or shade-growing plants. Due to
Monsters: Hobs that are stirred up by some their size and strength, most forest hobs pay little
natural disaster or desecration of the natural heed to kin and tend to ignore them if not
world are warped and malicious, and will not bothered. During winter, they hibernate and it is
bargain or negotiate until things are put right, easy to stumble across one by accident.
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take damage from an ability, the Hob gnaws at Spit Curses (Interrupt 1): Trigger: The hob is
them, dealing 2 damage and shoving them both 1. damaged by an ability, and the ability resolves.
At the start of the Hob’s next turn, they detach, Effect: The ability’s owner gains +1 curse on saves
ending this effect. It also ends if the Hob and their until the end of its next turn.
target are separated for any reason. This ability
automatically recharges if the foe makes their Banshee
save. This mournful, birdlike hob is drawn to locations
that carrion birds frequent, like graveyards or
SPIRIT HOB battlefields. Its shrieking cry is incredibly potent.
Spiritfeed: All the Banshee’s abilities gain slay:
Flying hobs that tend to congregate around gain +1 action
lonely and forlorn places such as moors, swampy Sonic Screech (1 action, ranged attack, line
wetlands, riverbanks, or mountaintops, drawing 6): On hit: [D]+fray. Miss or area effect: Fray.
from their mournful essence. These hobs are Effect: Characters gain +1 curse on saves until the
drawn towards the strong emotions and end of their next turn. Charge: Line 6+blast 1
presence of kin as though seeking warmth.
Though not outwardly malicious, they are Mayfly spirit
dangerous company to spend long hours with. These playful, insect-winged hobs are fond of
stirring up barbed plants and watching mortals
Traits: Overdrive 4, Aetherwall, Flying, Slip do a silly dance.
Hob traits: Greenwalker, Spirit Away Thorny Thicket (1/combat, 1 action, terrain
effect): The spirit creates a line 3 area of
Spirit Trickery (Interrupt 1): Trigger: The dangerous terrain in range 6.
hob is damaged by an ability, and the ability Thicket Dance: At the start of its turn, before
resolves. Effect: Teleport all adjacent characters 1, any delay effects activate, the Mayfly spirit and all
then teleport 1 characters in range 2 teleport 1 space in a
direction of the spirit’s choice. Foes can save to
Spirit Orb (2 actions, cross 1, range 8, avoid this effect.
pierce): On hit: [D]+2, twice. Miss or area
effect: once. Charge: Teleport affected foes 1
Chapter 2+
space in any direction
Spirit Trickery teleport increases to 2.
Whisk (1 action): A foe in range 6 becomes
vulnerable, then is teleported 1. Vulnerable foes
are teleported 3 instead. Wisp
Playful Pricking (1 action, mark): A This dancing light is the spirit of deep swamps
character in range 6 of the spirit is marked. While and the dark spaces between trees.
marked, each time they teleport, they take 1 Lead Astray: The Wisp has aura 2. The wisp
piercing damage. This damage cannot reduce may teleport any character that end their turn in
them past 1 hp. the aura 2 spaces in any direction.
Fell spirit (1 action, pierce, summon): The Dancing Light (1 action, end turn,
spirit hob ends its turn and summons a spirit summon): The Hob summons a dancing light in
orb in range 6, an immobile, intangible summon. range 6 in any space not adjacent to a character.
Delay: The hob’s next turn must be slow. At the Dancing Light
start of that turn, the orb explodes, destroying it Size 1, 1 hp, defense 8
and releasing a massive blast of sonic energy in a Summon Effect: When a foe starts or ends
blast 1 area effect centered on it. Foes inside are a turn adjacent to the light, it explodes in a
shattered, then must save or take [D]+fray twice, blast 1 area effect centered on it. Characters
or once on a successful save. inside must save or take fray damage twice, or
once on a successful save. If the light is
destroyed, it fizzles out without exploding.
Nixie
Charge: Summons two lights
An ill tempered hob with a colorful array of curse
words it is fond of using.
Replace spirit trickery with: Chapter 3
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Spirit shift: The Hob is intangible and gains boons. Instead, when the foe would gain a boon,
phasing while moving. the Hob gains +1 boon on all attacks and saves on
its following turn.
Mist Hob Cavort (1 action, end turn): The Hob ends its
A wispy, hob made of morning mist and the turn and gains Delay: it’s next turn must be
breath of dying travelers. Its breath can chill the slow. At the start of that turn, At the start of that
bones. turn, it targets a close blast 2 area, then teleports
adjacent to a foe 3 times, dealing [D] to that foe
Traits: Phasing each time. A different foe must be chosen each
Mist Form: The Hob is a character and also a time unless all foes in the area have been hit at
space of dangerous and difficult terrain. least once by this ability.
Characters can share space with it, and it has
resistance against any character inside of its Fennehob
space. A suspicious, racoon-like hobb that takes
Great Slip (1 action): Remove the Hob from pleasure in illusions.
the battlefield, then place it in any space in range Aencraft (1 action, recharge 6): The
4. Fennehob summons 3 illusory duplicates in range
Flash Freeze (1 action, recharge 5+): A 3, which are summons with 1 hp, then may
character in range 8 has an encasing of ice cover secretly swap places with one of them, teleporting.
them. While encased, the targeted foe is The Hob may move all of them whenever they
immobile until they take any amount of damage. move, and use abilities from any of their locations.
They or an adjacent ally can also use an action to If the Hob takes this move and has duplicates
break them out, dealing [D]+fray piercing damage remaining, it can summon until it has 3, then
to them but ending the effect. swap places again.
Spinhob
HEARTH HOB This arachnoid hob lives in cellars, abandoned
Hobs that coalesce in and around the dwellings furnaces, and workshops, where it makes
and towns of Kin. Tend to be able to speak a little trinkets and weaves odd clothing out of nearly
of the tongue of Kin, and have a fondness for any available material.
trinkets and other shiny items. Can often only be Weave Garment (1 action, end turn,
seen by children. When treated well, act as recharge 5+): The Spinhob weaves an incredibly
family guardians and protectors of the hearth. odd or ugly garment, placing it on a character in
When treated poorly, can become akin to range 3. While under this effect, the character
poltergeists or spirits of ill mischief. fails all saves. An adjacent ally of the character,
but not the character themselves, can use an
Traits: Skirmisher, Dodge action to strip the garment off, destroying it and
Hobb Traits: Greenwalker, Spirit Away ending this effect.
Snatch Memory (Interrupt 1): Trigger: A foe
in range 2 uses an ability and the ability resolves. Midden Hob
Effect: The foe must save or lose the memory of This stinking toad-like hob draws its essence
that ability, becoming unable to use it until after from the mud in cart tracks, fallow fields, or the
their entire following turn is over. If the ability is a pits dug in outhouses. It has the attitude to
stance or aura, it has no effect for the duration. match.
Overwhelming Stench: The hob has aura 1.
Beat Down (1 action, +1 boon, melee Attackers in the aura gain +1 curse on attacks, and
attack): On hit: [D]+fray. Miss: fray. Charge: any character that ends their turn in the aura
Deals bonus damage for every status a foe is must save or become slow and poisoned.
suffering from. Poisoned characters treat the area as dangerous
Steal Speed (1 action): An adjacent foe is terrain.
slowed. Slowed foes take fray damage.
Pilfer Luck (1 action, mark): The hob marks a
Chapter 2+
foe in range 3. While marked the foe cannot gain
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Summon action: Hops 1 space in a a clothes by spend an action while standing on their
direction of the hob’s choice, then spends the space, ending this effect. The Selkie is removed
rest of the turn croaking. from the battlefield then placed back adjacent to
When the frog is defeated, return the target to the its clothes space.
battlefield. Until the frog is defeated, they cannot
take a turn. The Hob can destroy the frog as a free Chapter 3
action. Haste (2 actions, mark): A hob in range 6 is
marked. While marked, they gain +1 action and
Bonfire Spirit double their speed.
These jubilant festival spirits delight in the
summer celebrations of outlying villages. Their Floating Petal Aesi
exuberance does not help them realize how One of the greater Hobs, that takes a long time to
flammable most people are. coalesce. These slender and coy Aesi are born
Fireworks (2 actions): All foes in range 2 take from the amorous feelings of spring, the beautiful
3 damage and are branded. petals of blooming trees, and flowers floating on
Bonfire Festival (free action, terrain effect, water. These spring hobs are numerous - the
1/combat): The Bonfire spirit creates a height 1 least powerful but the most amicable of their kin.
bonfire object. The area on top of the object is Amorous Waltz: Immune to all damage from
dangerous terrain, and the object emits aura 1. pacified foes.
Allies in the aura gain the charged effects of all Love-struck (1 action, recharge 6): A foe of
abilities, even on normal turns. the Aesi’s choice must save. On a successful save,
the foe is pacified. On a failed save, the Aesi
Bark Spirit chooses itself or one of its allies. Until the end of
Hobs that inhabit the stumps of old trees and their next turn, all other characters than the
roots. They are older and wiser than other hobs, chosen character are immune to all damage and
and can sometimes speak the tongue of kin, effects from the chosen foe.
acting as intermediaries. Donkey (1 action, mark): The Aesi marks a
Curse of Thorns (1 action, mark): A character in range 5. They grow donkey ears on
character in range 5 from the Bark Spirit is cursed the top of their head. While marked, when the
and marked. While marked, if that character ends character uses an ability, they first roll 1d6. On a
their turn within range 2 of a hob or a hob 4+, the character can choose targets as normal.
summon, they take [D] piercing damage. On a 1-3, the Aesi chooses the target of the attack
for them, which could include an ally of the target,
Chapter 2+ then this effect and markends.
Aura of Alacrity: Aura 1. Allies in the aura can
use the charged effects of abilities even on normal
turns.
Uniques
Selkie Chapter 1+
Seal-like hobs that can transform into kin-shape Beast spirit
by stealing clothing. They often abuse this power Many hobs take beast form, becoming like the
to cavort in seaside towns, party, and rack up animals giving them their essence. In this form,
wild debts, only to slip away in the morning. they are majestic, specimens of their kind, able to
Chastise (1 action): Effect: A character in range run along on air as easily as ground. Other hobs
6 takes 1 piercing damage. If that character such as the Aesi occasionally ride them.
attacks before the end of their next turn, they take
[D] piercing damage and this effect ends. Vitality: 10
Slip Clothes (1 action, stance): The Selkie HP: 40
disrobes and transforms into a spirit seal, dashing Speed: 4 (Dash 2)
1 and leaving its clothes in the space it vacated. Defense: 5
While a seal, the Selkie has resistance and has Fray damage: 4
phasing. A character can pick up the Selkie’s [D]: 1d6
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Protect the Child (Interrupt 3): At the start of with any foe. The bargain interrupts anything
combat, the Banderhobb chooses a foe, deciding that’s currently going on, and resolves
it’s a child to be protected. immediately. Accepting a bargain is voluntary. If a
character refuses a bargain, the Geryan regains
Trigger: A character ends their turn adjacent to this interrupt.
the chosen character, or deals damage with an - Luck: Trigger: The foe started their turn.
ability to that character. Effect: The foe gains +1 boon on all attacks and
Effect: The Hob teleports to an adjacent space as saves this turn. Terms: The Geryan recharges
an effect, then swipes that character Other hobs all its abilities.
are shoved 1 and take no damage. All other - Immortality: Trigger: Foe just took a wound.
characters take [D]+fray damage. This effect ends Effect: The character can ignore the wound.
if the Banderhobb’s target deals damage to it in Terms: The Geryan grants vigor 2 to itself and
any way. If the effect ends, the Banderhobb can an ally in range 6.
immediately choose a character to protect, but - Wealth: Trigger: The foe’s turn started.
can’t choose any target it’s already chosen this Effect: Place a wealth token in a free space of
combat. the Geryan’s choice in range 6. The wealth
token is an intangible summon. It can be picked
Savage Swipes (1 action, melee attack, up if any character ends its turn adjacent with
multiattack): Attack: On hit, [D]. Miss: 1 no other characters adjacent to the token, and
damage. Effect: If there’s only one valid character is dropped in an adjacent space if a character is
in range, increase damage to 2[D]+fray on hit. defeated. If a character ends combat with the
Charge: Gains range 2 wealth token, they gain 2 dust.
Bounding Leaps (1 action): The Banderhob - Beauty: Trigger: The foe just took damage.
flies 4. Effect: If it lands on an object or adjacent Effect: The foe reduces all that damage to 1.
to a character, it can repeat this flight once more. Their skin and hair/fur become clean and look
Pounce (2 actions, recharge 5+): The hob amazing. Terms: Every ally of the Geryan in
flies 4, then an adjacent foe is slowed and must range 3 of that foe gains hatred of them and
save or take [D]+fray, twice, or [D]+fray on a they become branded.
successful save.
Wish (Interrupt 1, recharge 6): Trigger: An
ally in range 6 is reduced to 0 hp. Effect: That ally
Chapter 2+ returns to 25% hp instead, then the the Geryan
takes 25% of its max hp in damage, which could
Geryan cause it to be defeated.
A hob appearing in the shape of an elderly Kin,
Old Staff (2 actions, melee attack, range 2):
dressed for travel. There’s little way to see
On hit: 2[D]+fray and foe is branded. Miss: fray.
through this hob’s disguise, but they often wear
Chastise (1 action, repeatable): Effect: A
cloaks and hats, and smoke a fragrant pipe.
character in range 6 takes 1 piercing damage. If
These hobs are the spirits of well-traveled roads
that character attacks before the end of their next
and therefore can move about the land quite
turn, they take [D]+fray piercing damage and this
freely. They often feign illness or weakness, and
effect ends.
reward kindness or charity. They have a great
Misfortune (1 action, recharge 5+): Effect: A
knowledge of the ancient healing arts and are
character in range 10 gains +1 curse on all attack
fond of striking bargains.
rolls and saves until the end of their next turn.
Great Luck (1 actions, recharge 5+): An ally
HP: 80
in range 10 gains +1 boon on all attack rolls and
saves until the end of their next turn.
Traits: Diaga, Shelter
Ancient Reversa (1 action, recharge 5+):
Hob Traits: Greenwalker, Spirit Away
The Geryan gains aura 2 until the start of their
Elite: Takes 2 turns
next turn. While inside the aura, when any
character (foe or ally) takes damage, roll a d6. On
Bargain (Interrupt 1): As an interrupt, the
a 4+, that character is cured.
Geryan can strike one of the following bargains
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such areas active at once (choosing which to though they have a jovial temperament, are wild
replace if so) and the areas can overlap. and unrestrained in their passions, as the beasts
they draw their essence from. They have
Primal Stars (1 action, piercing, ranged tremendous appetites, and in the throes of drink
attack 10, multiattack): Autohit: 4 damage. they go into a rage and rile up partygoers into
Breath of the Wild (1 actions, ranged attack great (and often dangerous) acts of debauchery
5, pierce, blast 2, recharge 6): On hit: 2[D] and stupor. Without care, villages often end up
+fray. Miss: fray. Effect: All foes are shoved 1 half on fire, sodden with alcohol, and strewn
Overgrow (1 action, 1/round): The beast with unconscious partygoers. A common
chooses a foe in range 6. At the end of that foe’s strategy is to spike the Aesi’s drink, so they
turn, if they have not moved at least 4 spaces from calmly fall asleep and disappear with the
their location at the start of their turn, they morning mist.
become immobile as the undergrowth grows over
their feet. This effect ends when they take any HP: 40 per player (min 80)
amount of damage, or they or an adjacent
character can hack the growth away as an action, Legendary Heavy: Armor 3. Gain use vigilance
dealing [D]+fray piercing damage to them but twice a round.
ending the effect. Hob Traits: Greenwalker, Spirit Away
Horn Smash (1 action): A foe in range 2 must
save. On a successful save, they take fray damage. Legend: Takes 1 turn after every player character
On a failed save, they take fray damage, are turn. If slow, only one of its turns is affected.
shattered, and additionally take 1 piercing Juggernaut (Free action, 1/round): Clear a
damage for each space they move or are shoved status, mark, or all blights
before the end of their next turn.
Pollen Haze (1 action, range 6, blast 1): Foes Divine Ambrosia: The Aegis’s mere presence
in the area take 2 damage and must save or envelops the battlefield in a drunken haze. Give a
become vulnerable. If the area catches a tree in d6 to all characters, representing their level of
the area, foes in the area take 2 damage again. intoxication. Certain abilities Intoxicate foes,
ticking the die up by 1. If a die would become 6, a
character can’t take any more. The must save or
Unique LegendS take 50% of their max hp as divine damage and
spend their entire next turn incapacitated and
throwing up, resetting the die to 1. On a successful
save, lower the die by 3 but take no other negative
Chapter 1+ effects.
Sober Up: A character can sober up at the start
of their turn by rolling 1d6, taking one of the
Summer Flame Aesi following effects and reducing their intoxication
by 4, to a minimum of 1. Effects with a duration
Great hobs of the summer that are the spirits of last until the start of the character’s next turn.
midsummer festivals and the raucous partying 1. Nonstop singing: The character gains aura
that usually accompanies them. These horned 1. Allies in the aura are dazed+
goat-like Aesi can often speak the tongue of kin. 2. Stagger: The Aesi shoves the character 2.
During summer festivals in the green, it is not Collide: Foe takes [D]+fray
uncommon for a midsummer Aesi to ramble in 3. Stand and Blink: The character becomes
from the forest to join in and patronize the immobile
festivities, brining hob-spirit with them, the 4. Clingy: The character can only use abilities if
divine alcohol Ambrosia. Such spirits are treated adjacent to an ally.
with great respect and must be fed and watered 5. Take a Nap: The character is winded. If
well before their journey back into the forest. already winded, they are stunned.
6. No extra effects
Good treatment of these minor forest gods brings
good harvests and wealth to the village, however, Phases: The Aesi enters Phase II when bloodied.
courting them is not without risk. These Aesi,
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Phase I: Chapter 2+
Brew Smash (1 action, melee attack, true
strike, blast 1, range 3): On hit: [D]+fray. Miss
or area effect: Fray. Effect: All affected foes take
+1 intoxication if they have less than 4. Effect: On Falling Leaf Aesi
hit: Critical hit against dazed foes. A greater hob formed from the essence of
Wandering Haze (free action): The Aesi dancing leaves in autumn. The Aesi take a long
dashes 2, then shoves an adjacent foe 1 time to coalesce, and therefore are quite powerful
Raucous Dance (1 action, close blast 2): The and ancient. These hobs are shaped more like Kin
Aesi implores all foes in the area to dance, shoving than their more animalistic brethren and are
them 2 spaces. Characters can choose the extremely skilled in the ways of sword craft and
direction by taking +1 intoxication, otherwise the stealth. They are master thieves and can steal
Aesi chooses the direction. Collide: Foe takes [D] anything: a moment, an essence, a thought, or
+fray even a memory. Though they eventually return
what they stole, they are indiscriminate in their
Uncork (1 action, 1/round): The Aesi fascination with the habits and skills of Kin.
summons a size 1 keg object in range 3. The object Legends abound of them stealing the skills of
has aura 1. Characters in the aura are dazed+, and master tradesman on a whim for a fortnight,
if they start their turn there, they increase their leading to their poor victim’s financial ruin, or
intoxication by +1. stealing the tongue of a bride for a year and a
Fire Pit (1 action, 1/round): The Aesi creates a day, leading her groom to run away out of
pit space that is also dangerous terrain. shame.
Stiff Drink (1 actions, true strike, 2/
round): The Aesi implores an adjacent character HP: 24 per player character (min 48)
to drink before giving them a stiff whack. If the
character drinks, they gain vigor 1 but increase Legendary Skirmisher: Has the dodge and
their intoxication by 2. Then, they must save or skirmisher traits.
take 2[D]+fray damage from the Aesi and become Hob traits: Greenwalker, Spirit Away
dazed, or [D]+fray on a successful save. Dazed Legend: Takes 1 turn after every player character
foes fail the save. turn. If slow, only one of its turns is affected.
Juggernaut (Free action, 1/round): Clear a
Phase II: status, mark, or all blights affecting this character.
As phase I, but has the following:
Haze of Ambrosia: At the start of their turn, all Immortal Thievery: Some of the Aesi’s abilities
characters increase their intoxication by +1 have the thievery tag. When an ability with this
Ignite (1 action, 1/round): The Aesi shows off tag is used, the Aesi creates a memory as an
its fire breathing. A foe in range 4 must save or intangible summon in any free space within range
take 3 damage, once, (reduced to 1, once, on a 4 of that character. Characters can end the
successful save) for every stack of intoxication thievery’s effects on them by passing over and
they have, but then clears all intoxication, picking up a memory (any memory will do).
resetting the die to 1. Gust: At the start of each round, the Aesi puts
Duel of Flagons (1 action, 1/round): The down a space of swirling wind in its space.
Aesi chooses a foe in range 3 and tosses them a Characters that enter the space, including the
flagon. Aesi, can fly 3 spaces as an effect, but only once a
• If that character chooses not to drink, the Aesi round for each space. Spaces persist until the end
gains vigor 1 and clears all statuses and marks. of combat.
• If that character chooses to drink, they increase
their intoxication by 2. The foe rolls 1d6 and the Phases: On round 4, and every two rounds
Aesi rolls 1d8. The loser of the contest becomes thereafter (6, 8, 10 etc), the Aesi uses Mortal
dazed and takes 2 divine damage, or 4 if they Mockery.
were already dazed. If a character wins, they can
challenge the Aesi again, repeating this effect. Phase I:
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Steal Ability (2/round, thievery): Trigger: A Naturally, all of these effects stack if the Aesi is
foe in range 2 uses an ability and the ability allowed to use them again. Why be one class when
resolves. Effect: The foe loses the memory of that you can be all of them?
ability, becoming unable to use it until they pick
up a memory. If the ability is a stance or aura, it • Mock Stalwart
has no effect for the duration. • The Aesi gains armor 3 and the fortify trait.
In addition, Leaf dance gains true strike.
Leaf Dance (1 action, +1 boon, multiattack,
• Mock Vagabond
melee attack): On hit: [D]+fray times. Miss:
• The Aesi may split up all its movement with
fray. Effect: Aesi may dash up to 5 spaces during
actions. In addition, Leaf dance gains the ability
any part of this attack, making attacks against any
to critically hit, dealing +[D] on a crit.
adjacent foes during its movement, but must
move in a straight line. During this movement, • Mock Mendicant
they can shove any memories 1 to either side. • The Aesi gains the shelter and diaga traits. In
Whirling Leaves (1 action): Effect: Teleport 1, addition, Leaf Dance deals bonus damage.
then deal 2 damage to all adjacent foes and shove • Mock Wright
all adjacent foes and memories. Repeat this effect • The Aesi gains the Overdrive 6 and
three times. Aetherwall traits. In addition, Leaf Dance
gains pierce.
Greenpath (2 actions, 1/round): Remove the
Aesi from play, then place them anywhere on the
battlefield in free space. Clear all statuses, marks
and blights from them.
Chapter 3
Fae Thief (1 action, 2/round, thievery): The
Aesi steals something from a foe in range 5. Roll
1d6 to see what. Picking up a memory removes an
DEEP SNOW AESI
effect of the foe’s choice. Re-roll repeat effects. The Aesi of Deep Winter. Each takes seventy
1. Friendship: Foe’s abilities can't target seasons to coalesce. During that time, their
allies and treat all allies as immune to essence slowly condenses, taking in the sorrow of
their effects, including any active marks, frozen death, the withering of plant life, and the
stances, auras, etc. landscapes of barren snow. Unlike their kin, they
2. Sight: Foe is blinded+ are somber, solitary, and melancholy beings with
3. Luck: Foe cannot gain boons or critically an air of gravitas about them. They can only be
hit glimpsed during the deep cold, or in the dead of
4. Heart: Foe cannot gain vigor or benefit night. Their benediction can allow villages to
from defiance. survive the winter - with unexplained warm
5. Talent: Foe takes +1 curse on all attacks spells, mysterious hidden caches of crops, or
and saves respite from storms and blizzards. When
6. Youth: Foe cannot dash and is slowed+ enraged, however, their wrath is terrible, and
Wall of Thorns (1 action, 1/round): The Aesi they will freeze entire towns solid just to avenge
creates a line 4 area of height 2 thorny wall the most minor slight.
objects. Each object is destructible (10 hp) and
also considered dangerous terrain. Character that HP: 32 per player character (min 64)
collide with it take 2 divine damage.
Legendary Artillery: Has the aetherwall trait.
Phase 2: Mortal Mockery Once a round, as a free action, can remove itself
As phase I, but also: from the battlefield and return in free space in
Mortal Mockery: The Aesi transforms its range 5.
physical form into a mockery of the closest foe. Traits: Flying, Phasing
The effects depend on the foe’s class. If the same Hob traits: Greenwalker, Spirit Away
effect would be chosen twice, the Aesi can choose Legend: Takes 1 turn after every player character
a different one of its choice to apply. turn. If slow, only one of its turns is affected.
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Juggernaut (Free action, 1/round): Clear a • Foes that start their turn in the aura take 2
status, mark, or all blights affecting this character. piercing damage
• Foes are vulnerable+ while in the aura.
This legend is best fought in a battlefield that is • The aura is difficult terrain
12x12 or a little larger. Freeze Solid (1 actions, 1/round) - A
character in range 6 becomes shattered. At the
Creeping Cold: At the end of the first round end of that character’s next turn, they must save.
round, the Aesi creates a Creeping Cold effect in On a failed save, they are encased in ice, removing
every space along the edge of the map, a creeping them from the battlefield and becoming replaced
black frost. This is a difficult terrain terrain effect with a destructible (10 hp) height 1 frozen statue
that affects even flying characters. Characters that object. Until the is destroyed, they cannot take a
either start or end their turn in Creeping Cold turn. When it’s destroyed, they are returned to the
must save or take 50% of their maximum hp as battlefield in the space they left and can take a
divine damage, or 25% on a successful save. At the turn as normal.
end of every two rounds thereafter (3, 5, 7, etc),
the effect creeps in by 1 space on all sides, Phase II
shrinking the available battlefield space. As phase I, but:
Frozen Impaler is a free action
Phases: The Aesi enters phase II at the start of Icy Death: A wind begins blowing from one side
round 4 or when bloodied. of the map, which the Aesi chooses at the start of
each around. After taking any action, a foe is
Phase I: shoved 1 in the direction of the wind. Collide:
Storm Whip (1 action, pierce, melee attack, Character takes [D]+fray.
rage 4, blast 1, combo): On hit: [D]+fray. Miss
or area effect: fray damage. Effect: Shove 1.
Collide: Foe is vulnerable.
• Diamond dust (2 actions, pierce,
ranged attack 6, blast 1): On hit: 2[D]
+fray. Miss or area effect: fray damage.
Effect: Deals 1 damage, again, for every
character in the area
• Crystalline Lance (1 actions,
pierce, ranged attack 10): On hit:
[D]+fray. Miss: fray damage. Effect:
Foe must save or be shoved 6.
Northern Winds (free action): The Aesi
dashes 3. It becomes intangible and gains
phasing while moving.
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Hob Trophies
Tech Description and Effect Uses
Summon an allied Sprigg. The Sprigg disappears at the
Yunmes blossom 3 combats
end of combat and acts on your turn.
Summon a wissan root, a sturdy size 1 summon in range
5. The area around the root is difficult terrain, and the
Wissan Root splinter 2
root emits aura 1 around it. Foes in the aura are
vulnerable+
Eat this frozen berry at the start of combat to gain aura 1.
Characters in the aura have cover and foes that end their
Winter Berry 1 combat
turn there are inflicted with frostbite. Frosbitten foes are
branded.
Take a puff from this pipe as a free action to gain +1 boon
Geryan’s Pipe on all rolls until the start of your following turn. During 3
your following turn, take +1 curse on all rolls instead.
Throw this pebble as a free action to shove a character in
Boulder Hob Pebble range 3 1 space, then create a height 1 space of terrain in 3
that space
Eat this mushroom to transform into a frog until the end
Transmogrifying of your next turn. While a frog, you have evasion 20 and
1
Mushroom dodge but cannot take actions or interrupts other than
your standard move and dash
This expedition, while adjacent to an ally you have
Banderhob fur mantle 1 expedition
counter
Spirit Hob Charm This expedition, gain the Spirit Away trait 1 expedition
This expedition, gain dodge and cover while inside the
Mark of the Forest God area of a terrain effect, difficult terrain, or dangerous 1 expedition
terrain
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DEEPTOWER
Deeptower is a simple expedition for level 0-2 The top of the tower broke off and was lost
characters. Try it at level 1 or 2 if you want somewhere during its ascent from the deep earth,
characters to have more options. You can use it as but the bottom half is still intact. The Chroniclers
a jumping off point to get people into the game who noted the event on their seismographs have
and write your own material. named the sinister ruin Deeptower.
REWARDS: 6 xp, 3 dust. There’s some extra Persons of Interest and hooks
arkentech and dust possible, and camp upgrade. Here are some folk that players might run into in
CAMPS: 1 town, and a quick description of each. You can use
any or all of them as hooks for players to go to the
tower.
The Town
Elder Yu:
Oxbridge is a small, tight-knit farming Beastfolk (goblin), Yeokin, he/him
community, a collection of twenty or homesteads, A wizened goblin beast folk who is the town elder.
barns, and a small town square surrounded by He speaks slowly and his great age is apparent.
fields of green and small town shrine to the local His skin is graying and his catfish-like whiskers
spirits. Ruins haven’t surfaced near here for are long, white, and drops almost to the floor.
generations, and the valley surrounding the town
is quiet, bucolic, and peaceful. It’s a cozy town, He has two foster sons and has kept the town safe
with a welcoming, peaceful, and friendly vibe. The for two decades or so.
thatch of the houses is overgrown with grass, Hook: Elder Yu may get a boy to approach
neighbors sit outside in the evenings and gossip, characters as they come into town, imploring
and the gardens and windowsills are lush with them to see him, or may have called them in the
wildflowers and vegetables. Everyone knows each first place. He’s in a desperate state. His foster son
other. Gwyn has been missing for several days after
staying out later for work, and his other foster son
There’s also the eponymous Ox bridge, just Cado is in a terrible depression because of it.
outside of town, where the local herders drive There are also lights in the tower, making the
their cattle before coming into town to trade. It’s Elder think that people are camped there, or
old, perhaps pre-empire, massive, and made of worse. He suspects that Gwyn’s disappearance
red stone that has weathered the rest of time. was connected to the tower or people who have
come to plunder it. Yu will promise payment in
dust if characters can find what happened to his
The Tower son and bring him back… or his body.
There’s an undercurrent of anxiety running
Cado
through the town. Just three days ago, an
Thrynn, Yeokin, he/him
Arkenruin surfaced about half a day by foot, up in
A pre-teen boy. Anxious and quiet, and gangly,
the foothills. This is probably the reason the
with hair that often goes over his eyes. Won’t talk
players are here. The ruin is close enough to the
to the players without some prodding or action on
town that it presents a significant danger if left
the part of the players to get him to open up.
unexplored, and there is doubtlessly still a strong
Players might see him acting suspiciously around
concentration of Dust and arkenrelics within for
town.
the adventurous or greedy - which will doubtlessly
Hook: Cado and his foster brother, Gwyn, heard
draw scavengers.
about the riches in the tower from Quell, the
Churner who was passing through town. Quell
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Quell
Trogg, Churner, she/her
Quell is a Churner, a traveling merchant who was
in town for the night when the tower surfaced.
She has curling horns, dark curled hair, and solid
gold caps on the end of her horns. She has a
morbid sense of humor and keeps her true
intentions hidden.
Hook: Quell knows towers like this can have
powerful arkenrelics hidden deep inside, and paid
Yu’s sons to go scout it out, not expecting them to
actually enter the tower. She felt so terrible about
what happened that she pulled some strings and
hired a mercenary band, Carel’s Brigadiers, to go
get the kid out. The band is still at the tower and
hasn’t returned. She’s genuine in her remorse, but
secretly has also promised the band she’ll fence
any relics they find as payment. She’s not
planning on actually selling the relics, but intends
to split town as soon as she gets her hands on
anything valuable. She might get the characters to
go fix her problem for her, promising payment.
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The Tower
Setting out for the tower is not a particularly hard
journey, though a lot of it is uphill. The tower,
when it comes into view, juts out of the
mountainside like a broken fang, the top split off,
leaving part of it open to the air. The earth around
its base is torn up and characters who linger in the
area will occasionally feel minor seismic tremors
in the earth.
The main tower gate is open but not undefended. The door to area 4 is jammed closed but could be
Relict stand undying watch over it, their empty opened with one or two actions from the players.
shells eerily still until the presence of life causes It makes a lot of noise and could alert Carel and
them to hiss and spark into motion. his men in area 7 on failure.
This fight uses the Relict faction. For every two 4. The Knight
players, add a Tomb Guard
A crumpled figure in ancient arkentech amor has
Then fill the remaining with the following collapsed on an altar at the end of the room here,
enemies depending on your players and lit by a sunbeam. Adjacent to the altar is a stair
preferences: leading down. Rows of stone pews mark the way
there.
Embalmer
Arc Wraith A dark miasma has seeped from the knight’s
helmet, a curling black mist that seeps across the
Automata floor and sinks low across the stone, which looks
corroded.
A good mix of Heavies with ranged attackers will
make a more satisfying fight. The wraiths, if It’s a 6 or 8 segment clock to try and move across
included, stay back. this room safely and deal with the knight
somehow without touching the life-leeching
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miasma, which can inflict harsh harm on the • Carel is willing to talk and negotiate with the
players. Removing the helm will cause the body players, especially if Quell sent them.
within and the armor to collapse into dust. • Carel knows that Gwyn is somewhere down in
the lowest level - he can hear the boy calling out
Rewards for help sometimes.
The helm is a dangerous arkenrelic worth 1 dust if • Carel knows there’s a patrol of Imperials from
players take it out. It can be investigated with an the city Encross that landed by airship about a
action or two from the players to learn that the day away and have entered the lower levels
helm is broken. It can be fixed as a minor somewhere. He’s deciding whether it’s worth
ambition during an interlude to gain the risking his men’s lives to tussle with the
following: imperials. If characters can deal with the
imperials, he’ll let them use the key he has to get
Helm of Mist into the pit.
Trophy • Carel is planning to double cross Quell and Yu
Effect: Free action: You and all adjacent and try to ransom Gwyn back to the town. He
characters gain stealth. Foes are also poisoned. might let this slip accidentally, or if the players
Uses: 3 presss him.
• Carel has the key to the door to the Pit, rather
The stairs lead down to area 11: THE WELL conspicuously around his neck. He also has a
key to the cell in area 7 where Marat is being
2A: THE GALLERY, UPSTAIRS kept.
• Carel and his men have already clearly looted
The top of this room is open to the sky and the top levels of the ruins
elements. Greenery has poured in over the edges
over the last few days. There’s a narrow corridor If negotiations go poorly, he’s not beyond
going to area 6. This room has a couple of grates attempting to rob them blind (of any dust they’re
with bars in them, behind which is darkness. carrying), knock them out, and kick them out of
Investigation of the spaces shows that they were the tower. If Carel’s band is defeated, he’ll
empty but once may have served as cells. One of surrender and leave the tower if asked.
them has someone inside (7).
If characters use the key to get into the pit, Carel
5. OLD GATEHOUSE and his men will attempt to ambush the
A second gatehouse juts out of the building here. characters on the way out. They will demand any
It’s a little climb up. Climbing without alerting the treasure the players found as a finders fee,
Relict in area 1 or Carel in area 6 is probably a 6 fighting the players if they refuse. Canny
segment clock that could end in a fight or a characters can also get away before they’re cut off.
confrontation. Cado is happy to point the
characters here. ENCOUNTER: CAREL’S BRIGADIERS
The gatehouse door is ajar and voices can be This fight is with basic foes. Carel is an elite and
heard from behind it. Crumbled pillars have takes up 2 points. He uses the Rogue template.
almost sealed it off, but there's enough space to
squeeze through. The rest can be filled from the following, at 1 pt
each:
6. CAREL’S BRIGADE Sniper
Sledge
The mercenary Carel and his men are here,
camped out across the bridge.
Skulk
Priest
Carel
Thrynn Guilder, he/him If fought in area 6, the levers on the map can be
Well dressed, callous, calculating pulled with the interact action (1 action) to raise
or lower the bridges on the map.
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them go. If defeated, she’ll try and retreat with her key and are successful, Hela will accompany the
men to the airship and return to Encross if characters in their fight with the Nocturnal.
allowed. Here’s what she knows:
• She’s frustrated and upset after losing a man in 11. THE WELL
her initial forays, and after discovering Carel’s
band, the group is deciding whether they need This room is lit by bright sunlight coming in
to mount an assault on the mercenaries or not. through the cracked wall during the day.
• The well in room 11 probably leads to a way Characters can climb here from outside, or climb
down but is blocked by some sort of monster. If up to the entrance from here, but it’s a long and
characters can deal with it, she’ll deal favorably difficult climb.
with them and send some men to accompany
them. There’s muffled, deep snoring coming from the
• Area 10 has a dangerous monster in it, some enormous well, which is coated in a thin layer of
sort of demon, but it seemed to also house a slime and has an absolutely otherworldly stench
relict node, which could contain dust. coming from it. Characters that get close without
• Demons means this tower might disgorge more waking it up can see that the well is clogged by a
parts of itself, and ultimately a blight, if not Halitoad. It’s possible for creative players to find
quieted. other ways past the toad (luring it away from the
• If told about Gwyn, her posture towards the well, setting a distraction, etc) but failure means it
characters will soften, and she’ll promise to help will immediately wake up and attack them.
the players out of they help her, and they let her
get out with the relic. COMBAT ENCOUNTER: WELL BEAST
• If they promise to deal with Carel and bring
back his key, Hela will scoff but gladly accept. This fight uses the Beast faction. The creature in
the Well is a Halitoad, a huge beast monster. Its
ENCOUNTER: ENCROSS PATROL noise attracts other monsters to the fight from the
outside.
If fighting the soldiers, use the Imperial faction,
with a few templated basic foes. Hela has the Halitoad
following profile, with the Imperial Officer
template.
Fill out the rest with any combination of the
following, but save 1 point.
Officer Buzz Trooper
Howler
Fill out the rest of the encounter with the
following options, costing 1 point each: Gulper
Alliance: If they promise to help clear out the The sounds of heavy footfalls echo through this
courtyard for the Imperials or fight Carel for his room, which is filled with the crumpled skeletal
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Along with the demon are Relict, which can be 3. GREAT SEAL
chosen from the following, at 1 pt each:
The very bottom of the tower is sealed by a
circular door. Inspection shows it has been
Arc Wraith inscribed with arkenrunes of sealing. The door is
Relict Skulk sealed with an extremely powerful mechanism. A
Servitor long clock or a superpowered action could serve to
get it open, or the key from Carel in area 6 could
be used to open it right away. Opening it reveals a
Reinforcements:
yawning void, with a narrow staircase descending
At the start of round 2, and every round
downwards against the wall. It’s a long fall.
thereafter, summon two relict husks anywhere
on the battlefield.
12. Collapsed room
The Relict are not allies of the armor demon, nor
is it allies of them. They will generally attack This room’s exits and entrances are all blocked by
whatever is closest. rubble, except the exit to room 14. Normally
characters won’t enter this room unless Room 10
The four pillars in the room can clearly be collapses into it. If they enter this room, Room 10
attacked and destroyed (10 hp each). If 2 or more hasn’t collapsed, and the archon is still alive, with
pillars are destroyed, or at the start of round 3, the some light they can see its heavy footfalls shake
whole room collapses into the second combat dust from the ceiling. If the room above has
map, room 12, which is adjacent to the Pit room. collapsed, characters can climb up out of it again
All characters without dodge take 1d6 damage as with only a little effort.
an effect and are dazed.
13. Bottom of the Well
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The staircase that leads down here from the well that can be picked up with Interact. While
breaks off about 15 feet from the floor, requiring carrying Gwyn, characters cannot dash, run, or
characters to take some action to get down safely. attack.
The room is pitch black without light. The well is This room is the former prison of The Wretch, a
dry, having drained during the tower’s ascent Nocturnal demon, a powerful Legend, which will
from the deeps, but there’s still a thin film of allow characters to enter the room before
water and clinging on the floor here. attacking if it notices them.
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Aftermath
Hooks
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